arjan de lumens said:
More sample points than colors produces glitches if the number of fragments for a pixel exceeds the allowed number of colors for that pixel (which can happen quickly if polygon sizes get too small). Of course, you can merge fragments, but not in a sort-independent manner.
16x ordered grid sounds a bit wasteful - on near horizontal/vertical edges, where aliasing is usually at its most noticeable, it will do a worse job than 6x rotated or sparse grids (3 gradients vs 5). 16x rotated or sparse grids will do a much better job at very little added cost, so why not do that?
Sure, it can produce glitches, but if implemented properly, I don't think it can look worse than traditional 4x.
And it often looks a LOT better.
nVidia's stand on Rotated Grid is very simple.
They don't like it because it's horrible for some rare cases.
Their opinion is that what they call "xS" is better than rotated. xS gives excellent quality in those rare cases, and only slightly worse quality in most cases.
IMO, overall, it's about equal to Rotated.
The problem with nVidia's "xS" is that, so far, they only implemented it by adding supersampling.
If we had the 4xS sampling patterns with true MultiSampling at no performance hit compared to the ordered grid, I believe nVidia would be back in the AA Quality game. That is, as OpenGL Guy said, if they also added Gamma Correction.
Of course, 6xS & 8xS sampling patters are just plain crap. 6xS is not comparable at all with ATI's 6x. But that's another story...
If nVidia implemented Fragment Antialiasing, I'd guess Color Compression would become perfectly useless ( that is, if they aren't already using something like this to do Color Compression ) , and use something fairly different:
3 bits per sample
32 bits per color ( 4 colors per pixel )
As for the value of the per sample bits:
1: 1st color of the pixel
2: 2nd color of the pixel
3: 3rd color of the pixel
4: 4rd color of the pixel
This just an example, maybe you'd have to use 4 bits per sample in order to have something when there's no color or something, not sure.
Anyway, that would result in a memory usage ( color only ) per pixel of:
32*4 + 3*16 = 128 + 48 = 176 bits
That's only 37.5% more than the current methods.
Anyway, as for the location of those samples... I'd be highly surprised if nVidia would use Rotated anytime soon. xS is not out of the question, however, and would certainly be much better than ordered.
Uttar