Mintmaster
Veteran
poly-gone, have we convinced you now that you aren't doing MSAA at all?poly-gone said:Same resolution, otherwise it would become no different than super-sampling. I sample 4 pixels at a time, in 4 sets, thus giving me a 16 tap kernel and average them.
The whole point of MSAA is to approximate SSAA by still using a higher resolution Z-buffer, higher resolution colour buffer, and doing all the extra rasterization of supersampling, but doing all the hard stuff (i.e. pixel shading, texture fetches, etc) only once per output pixel. Downsampling still occurs as well in the same way as SSAA, except most of time MSAA is downsampling identical data.
Your method doesn't have a higher resolution Z-buffer, and isn't getting higher resolution edges from a higher sample count during polygon rasterization. So basically your method doesn't resemble MSAA in any way. Uttar was completely justified in berating your method.
By the way, regarding bandwidth consumption at higher resolutions:
Scanout bandwidth at 1600x1200 is 340MB/s more than 1024x768 at 75Hz, i.e less than 1% of the bandwidth for high end cards. According to forum members at ATI, ROP:Texture bandwidth is about 1:1, and the increased magnification can easily reduce texture bandwidth per pixel by 10-30% (except for post-processing). The saving will be well into the GB/s range.