2xMSAA is option 3, has the exact same performance and memory requirements as Quincunx AA, the same degree of anti-aliasing, but no blur. You'd love it!It sure does reduces the jagged edges rather effectively compared to 2*MSAA, the blur is another story.
For some games its pleasing to look at & the blur is minor enough to negate (like TRU, AC2 PS3), for some games it suits the environment rather nicely (like KZ2 & cel shaded games) ...but for some games its a destructive process as far as sharpness goes. This is why I believe if done right, QAA can be a rather good solution.
Also aliasing & shimmering hurt the IQ just as much as a blur does...& this is where it ultimately comes down to what you'd prefer, or which case is more sensitive to your eyes:
1) A more aliased, shimmering look.
2) A less aliased & sort of blurry look.
It is actually 2xMSAA+blur. It pulls in AA samples from three neighbouring pixels, in addition to the 2 AA samples that actually belong there because they lie inside the pixel boundaries. It assigns the highest weight (1/2) to one of the two inside samples, and splits up the rest of the weight evenly between the secondary inside sample and the three outside samples (1/8 each).nightshade said:QAA is not just 2*MSAA+blur btw, the edge smoothing quality is identical to 4*MSAA but one of the samples here is a blurred sample. This is the cause for the blur in IQ.
http://developer.nvidia.com/object/geforce3_faq.html
(this is the old Geforce 3 grid; Geforce 4 and newer have it offset by a quarter pixel)
The Quincunx filter spans over multiple output domains, all weights are positive and their sum is 1. This happens to be the definition of a blur filter (or "low pass" if you're more of an audio person).
A GPU with Quincunx resolve going on cannot display a sharp edge (as seen in the box image), no matter what, not even if a sharp edge is the most precise rendition of the image details.
The base 2xMSAA is the only thing here that actually anti-aliases the image. Smoothing is not anti-aliasing, you see.