Joe DeFuria said:Actually, I don't recall. (Was that a rhetorical question that I'm supposed to know?)
You were supposed to know – or at least look it up in our review!
But, no it’s only enabled with FSAA being enabled. i.e. its an example of a bandwidth saving technique that isn’t enabled full time, and designed that way.
Well, all compression schemes (save DXTC) are lossless. All memory savings techniques are not about data compression though, correct? (Occlusion culling....) The anology was not meant to be taken literally.
That’s why I think it’s a particularly poor analogy in this case. All the bandwidth saving techniques so far are about no loss of visual quality. Occlusion culling techniques are about removing what’s not seen, not altering what is – again, your analogy does not apply.
For example...remember those 3dfx "HSR Drivers?" Didn't they have some type of "slider" (or registry setting) to adjust the aggressiveness of the algorithm used? The more aggressive, the faster the performance, but the more artifacts?
If you are actually predisposed to believing that these were anything more than a desperate joke then this is actually an example that would probably never mak it into hardware – the drivers attempted to ‘predict’ if a polygon was occluded or not, however there’s no guarantee it was going to be right. This is an example of ‘lossy compression’ in one sense, and highly unlikely to make it into anyones hardware.