So it seems that the first technology Nvidia used from the 3dfx IP (apart from the patented "Missed Product Cycle" and "Delayed GPU") is not high quality FSAA, but rather the cheap mipmap dithering (AKA "poor's man trilinear") ?
When people used to bash 3dfx products for the lack of true trilinear when compared to the GF1 and GF2, I never thought we would see the same argument a few years later, except the other way around (I mean, if mipmap dithering is looking so good right now, why was it looking that bad 2 years ago).
When people used to bash 3dfx products for the lack of true trilinear when compared to the GF1 and GF2, I never thought we would see the same argument a few years later, except the other way around (I mean, if mipmap dithering is looking so good right now, why was it looking that bad 2 years ago).