geo said:What about the Matrox approach to 16x? Would that be workable with a large dose of driver monkeys banging away at fixing its problems? Could you mix-mode it, laying it over 4xmsaa? That would give you 64x on most edges, and hide the worst of your edge-intersection issues as they'd still be 4xmsaa there?
Of course we are well into dangerous territory for my level of expertize, so I'll apologize in advance if that is an eye-rolling suggestion for those of you who actually know what the hell you're talking about.
Why would you want to "mix" fragment AA with common multisampling anyway?
Fragment antialiasing might very well be an option for the future; vendors just need to figure out how to antialias poly-intersections and stencil shadows for instance too. Matrox's FAA despite having 16x samples had in fact only a 4*4 EER, which you can get on both ATI's and NVIDIA's products today with "just" 4xMSAA. Increasing the sample density while keeping an ordered grid pattern might have it's uses for some corner cases, yet doesn't overall present a better antialiasing result and it burns away too many valuable resources. If 16x sample-whatever-AA then kindly an at least rotated or sparced grid.
In terms of Multisampling, ATI's 6x sparce (6*6 EER) MSAA is the highest quality MSAA implementation this far in the PC space.
All IMHO.