Has anyone checked NFS shift ?
Seems 720p 2*AA for Xbox 360 to me ...need confirmation [also on the PS3 ver.]
Seems 720p 2*AA for Xbox 360 to me ...need confirmation [also on the PS3 ver.]
My question is: exists different levels of QAA or not?
Yup, but there were also a mode that is very similar to Quincunx, it used 4xMSAA as a base 4x-tap9.Nope, QAA is just QAA.
The UE3 is highly customisable. But in this case, the game doesn't seem to support this feature and it would be quite surprising.If it was possible i think giving some AA would help a lot in ps3's version, maybe some QAA, does the ut3 engine even support that?
You mean 2xMSAA?QAA for Fifa isnt good...they should've opted 2*AA instead.
Any idea what the 360 version runs at ?
Yup, but there were also a mode that is very similar to Quincunx, it used 4xMSAA as a base 4x-tap9.
List of nv40 AA modes.
You mean 2xMSAA?
Would'nt the color contrast make some difference ? Fifa is bright while FNR4 is not so bright.' Mmm interesting...it is possible to use on the ps3? Because really Fight night 4 has better egdes in comparison to Fifa 10.
Could be...my question is if possible these different technics on the ps3...yea sorry 2*MSAA, I should've made that clear.
Would'nt the color contrast make some difference ? Fifa is bright while FNR4 is not so bright.
Also since FNR4 has larger amount of pixels being taken by objects/characters compared to Fifa where the cam is zoomed out & everything takes less amount of pixels wouldnt that help FNR4 have less visible jaggies compared to FIFA ?
Yup, but there were also a mode that is very similar to Quincunx, it used 4xMSAA as a base 4x-tap9.
List of nv40 AA modes.
doesn't the blur from QAA also give it some sort of transparency AA effect?
It used to work on my 6800 and 8800 and seems to work with gtx285 as well.Have these modes been checked with the G7x line
One might consider just how terrible ordered grid AA is though for the number of samples being stored. All of these other modes are a waste of resources too i.e. anything with supersampling and anything with more than 4 multisamples... which basically brings the list back to 2xQ, 2x, 4xRGMS.
Indeed, something like 2xMSAA with intels MLAA done before resolve might be quite nice looking.The only thing that might be a better trade-off is custom edge AA seen in a few games already.
Only for blurs... without the source data you can't really do AA in the strict sense.
Edge blur is a good thing though and AFAIK Crysis already used it...
Have these modes been checked with the G7x line
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4x9Tap is still available through nHancer on my GTX 260, don't see why they would have took out support in the G7x generation only to bring it back in subsequant generations. I sometimes use it in UT3 as it helps deal with the shader aliasing.
For those, you'd want a higher res buffer and more AA samples.