What's better to have. AA or AF?

Reverend said:
Here is what I did many years ago to show off AA in motion in a V5 5500PCI review :

http://www.beyond3d.com/misc/reverend/split/NFS5demo.html

Be patient however... for it to work, it needs to load 51 images totalling about 3.8MB

I'm only posting this because it seems there are still millions of folks out there that don't seem to give AA its due importance :? 8) :eek: :)

Gawd... Dave is gonna kill me for the bandwidth overload...

That's a fantastic app there. Have you considered creating one that would show the various differences between AF and no AF in motion? Sort of like what MikeC did with his videos, but split screen them.

Thanks everyone. I've pretty much settled on 4xAA and 16xAF. In botmatches I get a little slow down every once in a while, but it's rare. My eyes literally popped out of my head when I saw the difference in UT2K3 between no AA/AF and 4xAA/16xAF. Lord. Like a whole new game.
 
Supersampling improved texture quality as well as edge quality.

Anisotropic filtering is best used in conjunction with MSAA, so that one can have better edge quality and better texture quality for the same performance.

MSAA offers better performance because the only significant hit is on memory bandwidth.

Anisotropic filtering offers better performance because it only adds texture samples for those pixels that need it (whereas SSAA is global).

MSAA and anisotropic filtering are best used together because MSAA primarily impacts memory bandwidth, while anisotropic filtering primarily impacts fillrate. This means that enabling one or the other alone will have less of a relative performance hit than enabling both together.

We should not have to choose between them. They affect different aspects of image quality, and should both be used.
 
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