And if PVRSGL has FSAA working on PC games, how come Dreamcast doesn't have FSAA?
I would presume that 3DFX produced the first consumer level board with FSAA.
Can anyone explain properly what the abreviations "FSAA" mean before we continue with this discussion?
Define "proper".
So, what's "Full Scene AA" and what's "Full Scene Spatial AA"?
Yeah Dreamcast did support FSAA, it was the first console to do so.
As I said mate Neon 250 was the first, it had FSAA before 3dfx released a board supporting FSAA.
Any anti aliasing technique that is forcable in hardware and anti-aliases both poly edges and textures, without simply bluring, is FSAA AFAICS
No, the N64 had the capability also.
PVR had a solution before 3dfx but Integraph, 3DLabs and E&S all beat PVR to the market(and I'm sure I'm forgetting several others).
All FSAA blurs to some extent, are you trying to exclude Quincunx because of the amount it blurs?
although based on the criteria you are giving Darren it sounds like you would consider MSAA+Anisotropic as FSAA, is that the case?
The N64 had edge AA, I doubt very much that it had hardware FSAA. It may have had some sort of blur filter, but I'm not talking about a simple blur filter when I say FSAA.
We're talking about consumer gaming cards here, not business cards. The guy asked who was the first to bring FSAA to the market (he quite obviously means consumer gaming cards) and Neon 250 was the first to do that.
I was wondering who has invented/implemented FSAA first on 3D card.
Yeah FSAA does blur to some extent, but it does not simply blur a scene to death to hide aliasing like quincunx does. And yes I am excluding Quincunx, I think most people would agree too, its a horrible solution.
To me that sounds like he is looking for the first company to do it. I'm not sure who it is, but it wasn't 3dfx or PVR
So was 3dfx's RGSS before they put out the LOD bias adjuster
Hellbinder[CE said:]At any rate this is the kind of control we need to see today. I would much rather have AA on for just the world. At 1280x1024 the models generally look good already.. at least in FPS games.. Or the models in Racing games etc...
BenSkywalker said:His question-
I was wondering who has invented/implemented FSAA first on 3D card.
To me that sounds like he is looking for the first company to do it. I'm not sure who it is, but it wasn't 3dfx or PVR
Read between the lines, he means first FSAA in a consumer gaming card, why do you think he mentions 3dfx and PowerVR as examples?.. he's not interested in which business card first had FSAA.
RGSS was never a horrible solution. I had the Voodoo5 from day one and the RGSS always looked great. RGSS improved texture quality AFAICS, it certainly didn't blur the hell out of everything like Quincunx.
If you are going to open it up to this, then you may as well include the cards that vendors in the late 80s to early 90s, such as SGI, Sun, and Apollo, could optionally put into their workstations.
I try and avoid reading between the lines. What if someone were to come here pose that question and then start spreading around in other places that PowerVR invented FSAA? I understand what you are saying, but I don't want to tell someone that a company invented a technique that had been around for some time before that company was formed.
There were numerous articles on how RGSS blurred things including Rev's over at the Pulpit which prompted the LOD bias slider(this was actually a compounded issue as 3dfx used a less agressive LOD setting anyway). FSAA blurs things, the sampling proximity used in RGSS made it more prone to it then OGSS. Neither of them are as bad as Quincunx, but they all blur.
Yeah of course, I agree that PowerVR didn't invent it, but as long as that's made clear then their isn't a problem.
Rev,Reverend said:With some drivery trickery, ALL boards (well, any board that can't do the following is lame anyway!) can provide super-sampling AA, even way back to the times Simon mentioned.