MSAA and Post-Processing .

indio

Newcomer
I've noticed an ever growing list of games that are not supporting AA. This is mostly due to using post-processing effects and different types of pixel shaders. I thought this issue was resolved with DX 9a.
Can someone fill me in on what the hell is going on with this issue.
Such as why it works here but not there etc. Are there easy work arounds? I'm kind of confused about this.
 
Many games do post processing by rendering the scene to a texture (to apply pixel shaders later). However, texture render targets do not support multisampling.

A workaround is to create a non-texture render target with multisampling support, then copy the surface into a texture.
 
Is it possible to create an MSAA version of the V5's API-independent AA?
 
When I went to ATI Mojo Day Reloaded (in Montreal), there was a presenter from Microsoft that was talking about the summer update. He put up some slides talking about some texture formats or something that supported antialiasing on textures, as well as an FP format that NVidia can use (no cube maps, no wrapping, etc). I didn't get it down fast enough, and I can't find any presentation notes online.

Did anyone else go there, or hear of these additions to the SDK? It may have been a future addition type of thing.
 
If i take that right.

A8R8G8B8,X8R8G8B8,R5G6B5 are the only render target formats which support MSAA all other render targets supported by r3x0 doesn't support MSAA

..with cat3.8
 
A8R8G8B8,X8R8G8B8,R5G6B5 are the only render target formats which support MSAA all other render targets supported by r3x0 doesn't support MSAA

..with cat3.8

Someone (OpenGL guy?) knows if this is true for OpenGL?

is it a hardware or software (DX9 driver / OpenGL driver) limitations?
 
Well, floating point textures and render targets are pretty limited in current generation. We don't have filtering on floating point texture, and on floating point render targets we don't have blending, so it's kinda natural that we don't have multisampling either.
 
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