IMO the relative impact of AA and AF depends on the title - there's no universal rule that says AA > AF or vice versa.
Right, it's just a very subjective issue. Though I tend to agree with Silent_Buddha's excellent take on AA.
IMO the relative impact of AA and AF depends on the title - there's no universal rule that says AA > AF or vice versa.
I'm going to be pedantic and point out that AF is form of AA.IMO aa does more for visual quality than af by a noticeable margin. shimmering and crawling is rly annoying
I'm trying to understand what you mean here: if a signal (texture) has been correctly prefiltered and if the mip map selection scheme is also correctly implemented then AF shouldn't be regarded as an AA process, right?I'm going to be pedantic and point out that AF is form of AA.
I'm going to be pedantic and point out that AF is form of AA.
IMO aa does more for visual quality than af by a noticeable margin. shimmering and crawling is rly annoying
Right, it's just a very subjective issue. Though I tend to agree with Silent_Buddha's excellent take on AA.
Which are results of underfiltering, meaning that some driver is skipping on basic texture antialiasing or else known as trilinear when the application specifically calls for it.
Unoptimized AF does NOT create any shimmering or crawling; if side-effects like that appear it means that either the developer doesn't have a clue of how to use proper MIPmapping or there's shader aliasing appearing. For the first not even Supersampling can help (best available texture AA thingy by far IMO) and for the latter only an insane amount of shader AA within the application could save the day.
Given the topic here I don't see any developers seriously bothering with shader AA anyway.
i still think theres no reason devs shouldnt code their games so that control panel aa works. they have been doing so for years. games like r6 vegas, stalker etc rly frustrate me with their lack of aa support.
Oh yes it is IMO. This combination is possible now but if it wasn't, it goes right back to my original post : Why did devs implement HDR if it couldn't be used with AA at that time? To give everyone a choice? No.hdr is no excuse for not supporting aa,[...].
AA is supported by most developers nowadays (and has been for the past few years actually). Menus in a lot of games allow you to enable/disable/specify AA. That means support for AA by developers in my books. You have sidetracked the thread, which wasn't about developers supporting AA (see what I wrote in this post; they do); it's about why developers should care about something they cannot control; why you think they should; what you think can be done to minimize the trouble presented to the developers regarding AA; and why you think the developers should not use any kind of feature that meant lower-than-satisfactory performance if AA must be applied.reverend the issue is, we arent getting great effects, lighting, shadows or textures to justify the design decision not to support aa. we are just getting very mediocre or dated graphics that dont support aa.