Why AA doesn't get the respect it probably deserves

This is why I lost interest in 3d gaming. Lot's of eye candy and benchmark results but less attention paid to creating a bubble that draws you into the game.
 
what it's going to take to change is for someone to publish a game that takes the gaming experience to a new level by making the graphics seemless and the game fun to play, then everyone else will follow suit.
 
PS. here is something I googled which explains it a little more eloquently.
That link seems to largely support what I was saying, even citing temporal super-sampling as an effective way to get some motion blur and combat "temporal anti-aliasing". It also very clearly states that your retina perceives the integral of the last ~120ms of stimulus.

The discussion about motion tracking is preliminary, and somewhat tangential in any case. That's a pretty specific detail that I'd be happy to look at once we've lopped off the much more pressing aliasing issues.
 
Things can move on the screen, but not on my retina.
And what are you using to watch these "things"? CRT or LCD?

Anyway, I know what you are saying but I would argue that, given N things on the screen moving in N different directions, I'd rather have N with temporal antialiasing assuming your eye was targeting the centre of the screen than N with no temporal AA at all.
 
"Very high quality" set in up coming games ought to enable AA and some degree of AF. I'd say "High quality" = 2xAA and 4xAF, and "Very high quality" 4xAA with some degree of Super sampling and 8xAF. I think that is fairly conservative and reasonable. If you are using old cards select medium settings, or "balanced", which would not use said filtering.
 
And what are you using to watch these "things"? CRT or LCD?
I still have a good old CRT.
Anyway, I know what you are saying but I would argue that, given N things on the screen moving in N different directions, I'd rather have N with temporal antialiasing assuming your eye was targeting the centre of the screen than N with no temporal AA at all.
Integrating over the full time between two frames is unlikely to give optimal quality though. The integration time/weights is a completely ad-hoc and artistic decision ... there is nothing really fundamental about it. It's an effect more than anti-aliasing.
 
I still have a good old CRT.

Integrating over the full time between two frames is unlikely to give optimal quality though. The integration time/weights is a completely ad-hoc and artistic decision ... there is nothing really fundamental about it. It's an effect more than anti-aliasing.
Guess we'll have to agree to differ then :)
 
Those 100.87 drivers need a few manual tricks to end up 100% operational apparently, but I don't have the time for that.

I ran a couple of tests under a completely CPU bound scenario:

UT2k4, 3DCenter Primeval, 1600*1200, 16xAF:

1xAA = 62.268
4xMSAA = 62.121
8xS = 58.605
16xS = 49.949
32xS = 25.242
 
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