Better than nothing yes, but not really worth the hussle.
I don't know if its supported in hw or not on SGX and what the performance penalty could be, yet in my mind if you're going to go for a very high resolution on a relatively small screen estate something like AF takes priority for my taste than MSAA. Ideally of course I'd like to have both, yet if there should be any dilemma I'd be looking for AF first. With a very high ppi polygon edge/intersection aliasing obviously isn't going to get eliminated, but the jaggies still tend to get smaller.
How expensive is it really to implement adaptive AF in TMUs (honest question)?
ULP GF/T2 does.No one enables AF in iPad 2 games because SGX doesn't have AF; place the blame squarely on IMG. Adreno does have it, or at least it did and I assume they didn't drop it. I don't know if anyone else does.
Depends on the scene IMHO entirely. If you should be moving indoors with walls in close range, it might not be worth it. The wider the viewable range in front of the player the more it becomes a necessity.Of course just because we're talking about AA and down-sampling and what have you doesn't mean we don't care about AF, but I have a hard time considering it a more important feature.. AF tends to only effect a small part of the screen and that depends largely on what kind of scene. AA also improves image quality. And MSAA doesn't waste any fill-rate or bandwidth on SGX and similar tilers, mostly just spends depth-fill. I don't know how it compares with AF in terms of die size but it seems like with AF you'd need more if you have it on every TMU (maybe you could separate it so there's just some shared AF unit sitting out there when it's needed - maybe this is how it's done?)
I don't know if its supported in hw or not on SGX and what the performance penalty could be, yet in my mind if you're going to go for a very high resolution on a relatively small screen estate something like AF takes priority for my taste than MSAA. Ideally of course I'd like to have both, yet if there should be any dilemma I'd be looking for AF first. With a very high ppi polygon edge/intersection aliasing obviously isn't going to get eliminated, but the jaggies still tend to get smaller.
How expensive is it really to implement adaptive AF in TMUs (honest question)?