Reverend said:What screenshots are you talking about? How were those screenshots taken (i.e. I'm assuming you're talking about screenshots with AA enabled... how is the AA enabled in the screenshots)?
WTF indeedkyleb said:Reverend said:What screenshots are you talking about? How were those screenshots taken (i.e. I'm assuming you're talking about screenshots with AA enabled... how is the AA enabled in the screenshots)?
i'm talking about the same damn screenshots you brought up. what the fuck?!?
Reverend said:WTF indeed
Sorry. Yes, I did allude that we can view screenshots of Doom3, at very high rez and with very high # of samples.
Reverend said:Doom3 allows you to specify in its menu the type of AA (2x, 4x, etc) you want, and also at the rez you want. Are you saying that you set the AA + rez within this menu to what you want and then grab a screenshot using the game's screenshot key?
Reverend said:What's the max rez and max AA you can set using the game's menu?
Reverend said:Doom3 allows you to specify in its menu the type of AA (2x, 4x, etc) you want, and also at the rez you want.
Reverend said:kyleb, you said that you're seeing supersampling AA when viewing Doom3 screenshots,
Reverend said:You can't play Doom3 with its own form of "AA" but you can look at it at super high rez (way beyond what resident monitor supports) with super number of samples (beyond max number of "samples" supported by resident 3D hardware) in an image viewer app.
Reverend said:...when AA is set using Doom3's menu.
Reverend said:ATI and NV hardware uses multisampling for AA.
Reverend said:Who's doing the AA when you set AA in Doom3 -- Doom3 or the resident hardware?
Reverend said:You can't play Doom3 with its own form of "AA" but you can look at it at super high rez (way beyond what resident monitor supports) with super number of samples (beyond max number of "samples" supported by resident 3D hardware) in an image viewer app.
So they did it without application support? Cool...kyleb said:oh and ya Nick, what you are talking about was done in hardware on the voodoo4/5, it was refered to as rotated grid super sampleing. i argee with Alstrong that it looks like that is what is being done in with the special screenshot aa in doom3.
No. Neon had full HW support including automatically rendering to the target resolution but with 4x the number of samples.jvd said:I also think the neon 250 uses software fsaa. Other than that i can't help
So they did it without application support? Cool...
actually it is one sample per-pipeline; so the voodoo4 with one two-pipe chip could do x2; the voodoo5 5500 with two of the chips could do x4, and those few voodoo5 6000s out there can do x8. if anyone is interested in diging up the white papers on the method "t-buffer" is the term to look under.
Nick said:One way to do super-sample anti-aliasing in 'software' is to render the scene multiple times from a slightly shifted viewpoint (e.g. half a pixel), and average those together. The advantage is that you don't need a huge color buffer, because 'averaging' is as easy as accumulating colors that have been divided by the number of samples you're taking, or blending with the appropriate blend factors. The disadvantage is that you completely re-render the scene multiple times.
Here's a 3MB WM9 video of it in action in case anyone's interested:
http://idisk.mac.com/glwebb-Public/vid/wge_aa_vid_01_wm9.wmv
Nappe1 said:Reverend: while thinking Software AA used in real games, Only game I come up with is Ignition by UDS (Unique Development Studios. Game was released by Virgin Interactive in late 90's.)