brain_stew
Regular
Indeed... That info was done on an NV40, and I didn't know anyone tested it on newer hardware, which is why I asked...
At any rate, if developers do use it, it'd only be in games where they can even afford 4xAA. The fact that it's ordered grid doesn't make it very enticing for near-axis angles though. Using the blur to "solve" shader aliasing is a bit of a poor way to go about it though.
Oh, no doubt, but I have very few alternatives, my GTX 260 isn't quite powerful enough to run the game with 2x2 supersampling. It was more a bit of experimentation than anything really just nice to to try out the different aa modes as some work surprisingly well in certain games. The 1080p resolution meant that there was still plenty of clarity left and the overall softer image worked quite well considering the amount of post effects the game uses. From memory, the "blur" from 4x9Tap wasn't as bad as from quincunx AA.
Well, it is powerful enough for supersampling but then I've got to drop the resolution down to 720p and ditch standard msaa to get anything near decent performance. Though tbf, I'm surprised just how well so many games work with supersampling, especially at 720p. I can run COD: WAW at 720p with 3x3 supersampling with a locked 50hz refresh (PAL refresh rates is handy here) and on the Nazi Zombie map I tried it with max settings and 8xaf and I didn't get a single dropped frame, and boy was it buttery smooth.
On the topic of shader aliasing, its another reason why edge AA is a decent solution, as texture/alpha/shader aliasing are all starting to become just as big an issue as standard polygonal AA in games these days, I don't see much point wasting resources with more than say 4 multisamples at high resolutions when you're still going to have lots of noticeable aliasing elsewhere. It creates a very uneven image.
I've just been playing the 360 version of SEGA Rally and I have to say it has some of the best IQ on any console. Full 720p resolution, 4xmsaa, and not to be forgotten alpha to coverage to deal with the transparency aliasing. Its a great combination and with the motion blur gives the game a very "CG" like quality. The "dithering" artefacts that crop up from alpha to coverage are unfortunate but are not noticeable when moving at high speed, whereas without it you'd likely have lots of shimmering foliage at the side of the road that sticks out when in motion.
Any reason why alpha to coverage is not more widely used? Quite a few console games suffer from really bad alpha aliasing (compounded by sub-HD resolutions) and its a good solution given the seemingly very low performance hit it comes with. I know many don't like dithering artefacts but it can work well in the right circumstances (like SEGA Rally shows). Obviously on the PC side I try and enable transparency supersampling if at all possible but the performance impact means that's not a realistic choice on consoles.
Well 8xAA for reflections pretty much removes any aliasing coupled with the 1024x1024 reflections. Though the game sported smaller effect buffer but that could be fixed to. 1:1 effects for no ugly PP aliasing silhouttes (smoke, depth of field etc)!
Ooh I didn't know about all that. Love a game with a nice big config file to play with.
Is it true that you can get rid of the "brown/sepia" filter as well, sure I read that somewhere.
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