I'm glad to see S3 supports 4x RGSS
(I don't know any other card that does that besides my voodoo5). Screenshots of Day of Defeat with RGSS vs RGMS (on ATI or NV) would be nice, that's a game where I'd want anti-aliased alpha blending and you could waste power doing SSAA. (on the S3, not on my V5
)
Xmas said:
Based on the above, does anyone have a clue how Quantum3D is or might be reaching 16xRGSS with their Clarity algorithm?
Oh and Rev could you be just a bit more precise?
You can do 2x RGSS with a voodoo4 (single VSA/100), 4x on voodoo5 5500 (and T-buffer effects), 8x on voodoo5 6000 and 16x on a bad ass Aalchemy with 8 VSA/100.
For example I think that for 4x with a voodoo5 5500, each GPU renders an 2x AAed image with different sample positions and the resulting image is a combination of the two (same to get 2x)
With Quantum3D mercury you have four cards, each being Voodoo2 SLI, and the output is combined to do 4x RGSS 8) (I wish I had this monster to play CS
)
Interestingly enough voodoo4/5 are capable of TemporalAA (ATI meaning, not some motion blur) and it has been implemented by 3dfx fans.
/edit : just found out that "Clarity" is for nvidia based quantum3D stuff, not VSA/100?
It may still be the same way of doing it. There was the quad-R300 monster from somebody else too, with "24x" anti-aliasing, maybe the combination of four 6x MSAAed images.