Now, if only I can take all this in at once.
(BTW: Thanks for making the links visible Dave)
If you look at the ATI 2X AA its slighly off center
I thought all types of AA makes the picture look off center?
Anti-aliasing: True 4 or 8 subsample full-scene anti-aliasing selected from a 64-element grid with per-pixel samples variations to maximize image quality.
Okay, shouldn't this mean either 2x2 or 2x4 or 4x2? Horizontal-vertical.
WTH does a grid come in? Don't they mean breaking up the scene into grids for the chips to work on?
Per pixel samples? So AA is done through the pixel shader otherwise it would be too slow.
What it sounds like to me is that an 8x8 per pixel precision Z buffer is defined and various sample points are selected from the 8x8 grid to make up a desired pattern. I believe what then occurs is that the unused positions are effectively 'blanked out' so that they aren't eating up Z buffer memory and bandwidth. I believe this to be a similar system to how ATI is doing things.
This for some reason is incredibly easy for me to picture in my head. It scares me.
A sparse grid can be made to look like any of the other grids (ordered, rotated, skewed, whatever) depending on the pattern chosen for the subsamples.
OMG!!! Ati can practically do whatever the hell they want then?
So sparce grid allows for any of these modes of AA. Then they must be using jitter capabilities on a rotated grid?
Apologies if I sound like a dolt today. :?
Thanks for the help guys.