Who invented FSAA first?

kyronet

Newcomer
I was wondering who has invented FSAA first.
I remembered 3dfx claimed they have FSAA first.
But isn't PowerVR PVRSGL (e.g. Neon 250) has FSAA first?
Or is it because of the PowerVR Neon250's release for PC was later than 3Dfx because PowerVR were working with Dreamcast at that time.

And if PVRSGL has FSAA working on PC games, how come Dreamcast doesn't have FSAA? (or am I wrong, Dreamcast does have FSAA?)



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KyroNet
http://kyro-net.paraknowya.net
 
kyronet said:
I was wondering who has invented FSAA first.
I remembered 3dfx claimed they have FSAA first.
But isn't PowerVR PVRSGL (e.g. Neon 250) has FSAA first?
Or is it because of the PowerVR Neon250's release for PC was later than 3Dfx because PowerVR were working with Dreamcast at that time.
Oh dear oh dear oh dear....

The first reference for Super Sampling for Antialiasing that I have is "The Aliasing Problem in Computer-Generated Shaded Images" by Franklin Crow (Communications of the ACM, Vol 20, No.11, Nov 1977) but this only mentions it in passing, noting that it's not a very good solution.

If you want you could chase up the papers it cites, but I think we can easily say it wasn't any of the companies you mentioned above. :)
 
mat said:
IIRC the Geforce 1 was the first with FSAA (quite slow, but it worked)

I think Geforce 1 was introduced to market way after the PVRSGL (PowerVR Neon250), which was there around TNT2.
 
i believe S3 had something of an antialiasing extension on the ViRGE series of cards that allowed a higher resolution render to be displayed at a lower resolution.

I forget what it was called but it also worked the other way too you could render something at say 320x240 and size it up to 640x480.

Maybe it was s3view. It wasn't like antialiasing you guys know though. You couldnt just enable it and use it in all of your games, you would need to design a game from the ground up to support it.

I just wish S3 Planet was still up. There were some really smart chaps there working on opengl support for the ViRGE and that was where I learned of this.

They were thinking of making it a driver option to have 320x240 scaled to 640x480. Sort of making a blurry, fake antialiasing.
 
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