megadrive0088
Regular
please tell me how anti-aliasing is acomplished on SGI's early 1990s
Reality Engine/Reality Engine 2 and their mid-late 1990s Infinite Reality.
From what I read a long time ago, both the older RE/RE2 and the more modern IR do some sort of multi-sampling and they do 8x8 samples of it.
correct me if I'm wrong on the AA method used in these SGI's but i'm quite sure that whatever AA method they use, they typically do 8x8 AA
with zero or very little hit in terms of fillrate. (dedicated ASICs for AA)
I wonder when modern PC GPUs are going to have the same quality AND amount of AA that the old Infinite Reality does, or the even older Reality Engines.....
Reality Engine/Reality Engine 2 and their mid-late 1990s Infinite Reality.
From what I read a long time ago, both the older RE/RE2 and the more modern IR do some sort of multi-sampling and they do 8x8 samples of it.
correct me if I'm wrong on the AA method used in these SGI's but i'm quite sure that whatever AA method they use, they typically do 8x8 AA
with zero or very little hit in terms of fillrate. (dedicated ASICs for AA)
I wonder when modern PC GPUs are going to have the same quality AND amount of AA that the old Infinite Reality does, or the even older Reality Engines.....