On the MSAA note, I made a series of screenshots to demonstrate the quality of MSAA at a few shadow map resolutions and softness settings (min filter widths).
Please find the (uncompressed) image here.
As can be seen from the GUI, the first row is 256x256 with "full MSAA". I'm not sure exactly how many samples as this is simply the highest "quality" setting of non-maskable multisampling in D3D9. The second row is 512x512 with no MSAA and the third row is 512x512 with full MSAA.
The columns represent minimum filter widths of 0, 1, and 2 respectively. Note that much beyond this the difference that MSAA makes is indiscernible, and so it's just a waste to enable it. Thus MSAA seems more useful for hard shadows than (uniformly) soft ones.
Also please ignore the performance numbers... I was taking screenshots in quick succession in a very small window, so they are pretty unreliable. Do note however that fp32 MSAA is not exactly "free", although it's not terribly expensive either on the G80.
Please find the (uncompressed) image here.
As can be seen from the GUI, the first row is 256x256 with "full MSAA". I'm not sure exactly how many samples as this is simply the highest "quality" setting of non-maskable multisampling in D3D9. The second row is 512x512 with no MSAA and the third row is 512x512 with full MSAA.
The columns represent minimum filter widths of 0, 1, and 2 respectively. Note that much beyond this the difference that MSAA makes is indiscernible, and so it's just a waste to enable it. Thus MSAA seems more useful for hard shadows than (uniformly) soft ones.
Also please ignore the performance numbers... I was taking screenshots in quick succession in a very small window, so they are pretty unreliable. Do note however that fp32 MSAA is not exactly "free", although it's not terribly expensive either on the G80.