mckmas8808 said:A good example of TSAA. Look at the tree branches in the background too. Nice.
Sorry for the ignorance, but how is that different from normal AA?
mckmas8808 said:A good example of TSAA. Look at the tree branches in the background too. Nice.
multi sampling doesn't aa the alpha masks i believe. So any transparent things don't get aa'd . Its why things like grates or tree branches or windows don't have the aa in themSorry for the ignorance, but how is that different from normal AA?
jvd said:multi sampling doesn't aa the alpha masks i believe. So any transparent things don't get aa'd . Its why things like grates or tree branches or windows don't have the aa in themSorry for the ignorance, but how is that different from normal AA?
I could be wrong though
If you're right that will make a big difference in image quality in alot of games. I wonder what type of performance ie. bandwidth, clocks this takes.jvd said:multi sampling doesn't aa the alpha masks i believe. So any transparent things don't get aa'd . Its why things like grates or tree branches or windows don't have the aa in themSorry for the ignorance, but how is that different from normal AA?
I could be wrong though
london-boy said:jvd said:multi sampling doesn't aa the alpha masks i believe. So any transparent things don't get aa'd . Its why things like grates or tree branches or windows don't have the aa in themSorry for the ignorance, but how is that different from normal AA?
I could be wrong though
Oh so i don't suppose it's faster. If anything that sounds more complicated and possibly slower than the other bitchy AA methods.
Alpha. I've used an older version of it, and the branches are typically all geometry while the leaves are usually in patches of billboards. I'm sure the next-gen versions are a little less conservative with the geometry, but individual leaf geometry is beyond the scope of what PS7 and Xbox6 (I'm sorry, XboXtreme9000) will be able to handle.Do you know if speedtree uses alpha to render parts of their trees or is it all geometry?
ERP said:ralexand said:Cool, does that new AA come for free?mckmas8808 said:A good example of TSAA. Look at the tree branches in the background too. Nice.
My guess is that they are just enabling supersampling for transparent draw operations (usuall alpha kill stuff that MSAA doesn't work with). This was entirely possible even on NV2X, although not exposed anywhere in the API.
Well you should be able to do both.PARANOiA said:So I guess the next question is...
MS/ATI have stated that with Xenos 4xAA is basically free, and will be required (at 2x a minimum?) in every game. But are they talking TMAA or TSAA or the current form of AA which doesn't get this benefit.
There seems to be a noticable difference, and there's no point saying "Xenos can do it too" if it can but won't do it.
It looks good
Good question. Anyone know?How many polys are we talking about?
can the rsx do it ?tEd said:r520 should be able to do fp16 HDR and AA
jvd said:can the rsx do it ?tEd said:r520 should be able to do fp16 HDR and AA
DemoCoder said:G70/RSX supposedly supports sparse grid supersampling (according to Xmas), which is a very nice IQ boost to fix aliasing caused by pixel shaders which today is not helped by MSAA at all, and won't be fixed by alphatomask either.
jvd said:thanks , btw where did u get the info that the r520 can do it ?