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About this gamma-corrected AA debate:
Please correct me if I am wrong, but don't you need more than 8 bit precision/component in the first hand to make gamma-corrected AA possible. I mean isn't the idea of gamma-corrected AA is to bring the detail in the darker portion of the image by only amplifying the color slightly in that region using a gamma-curve function. So if the image is only available at 8 bit precision/component, it means the details in these dark regions are already lost and it is not possible to enhance it. Of course, NVidia can do it with FP16 buffers, but I am not sure if they risk the performance hit they would take by rendering to a x2 buffersize + another shader pass.
I guess ATI manage to do that without a performance hit by doing it in FP24 just before converting everything to 32 bit precision and writing to the framebuffer.
Please correct me if I am wrong, but don't you need more than 8 bit precision/component in the first hand to make gamma-corrected AA possible. I mean isn't the idea of gamma-corrected AA is to bring the detail in the darker portion of the image by only amplifying the color slightly in that region using a gamma-curve function. So if the image is only available at 8 bit precision/component, it means the details in these dark regions are already lost and it is not possible to enhance it. Of course, NVidia can do it with FP16 buffers, but I am not sure if they risk the performance hit they would take by rendering to a x2 buffersize + another shader pass.
I guess ATI manage to do that without a performance hit by doing it in FP24 just before converting everything to 32 bit precision and writing to the framebuffer.