Chalnoth said:
That's far frome true. First of all, supersampling just won't solve the problems you're asking it to solve.
Actually, that's far from true.. you're asking for something to 'solve' something else. Unfortunately, a total solution doesn't exist and likely never will for the sake of argument.
Supersampling is much closer towards a solution by far than MSAA/AF... in fact, it actually *does* something beneficial (and damn near what some may consider acceptable AS a solution) to be compared to absolutely nothing at all.
It can't solve aliasing of alpha tested textures, for instance, for a few reasons:
Once again.. the emphasis on 'solve' versus 'lessen dramatically'...
You're never going to 'solve' edge aliasing either, so I guess we can just give up on MSAA entirely by the same logic, right? If any degree of 'improvement' is to just be truncated off and hold accountability only on some spurious 'solution'... seems same-same to me.
1. You're never going to get supersampling to be on par with today's multisampling for edge AA
Disagree.. How do you come to this conclusion? Whatever can be managed by MSAA can also be managed through SSAA. If the sample pattern, number of samples, and clever sampling tricks are implemented, the same edge AA can be achieved. Remember, all the rage 'gamma correction' is again, just an addition to the sampling algorithm.
How is, say, a nice 6-sample RGSS going to stack up against typical 6 sample MS? Any form of gamma correction can be cleverly approximated on the upscale for RGSS I'd believe. Why would this be such an impossible, not-likely-ever, kind of thing? Why are you concluding SSAA can never, ever, be of the same (or better) quality for edge AA compared to MSAA?
and thus the edges of alpha tested textures aren't going to get aliased as well as other edges (via normal supersampling).
Even if we create this mythical world where we place limitations on an SSAA method that isn't allowed for similar capabilities as MSAA, you're still trying to form a basis of:
Alpha improvement X% + Edge of improvement Y-Z% < Edge improvement Y%
It begs some massive value for Z%... where does this conclusion of a massively measurable Z% come from? (I'm asking out of interest if you can quantify your feelings on this)
.. I see it simply (and hypotheticall) as you stating:
Alpha impr. X% + Edge impr Y% < Edge impr Y%
It's saying "Well, even though alpha test aliasing is dramatically improved, we should just discount that... but only can discount it if we make an assumption that Edge AA for SS is going to somehow suffer immeasurably and ill-proportionately to improvement in alpha-test texturing"
What you really need is a solution that is tailored to meet the particular problem at hand. The best-looking way to antialias alpha tested textures, for instance, is to switch to using an alpha blend instead. Unfortunately, this has the rather dramatic problem of being sort-dependent, and thus its use is typically relegated to very simple situations (mostly grass in today's games).
Agreed.. this was the same argument 4-5 years ago. And here we stand with the Game of the Year-Style/2005 games loaded with alpha test textures.
The primary problem is that what we need before shader aliasing can really be addressed by developers is for the coding of shaders to be handled solely by the programmers (not the artists). That is to say, we need robust shader libraries. Hopefully once UE3 games start shipping (if not sooner) we'll have this.
Longer term solution... but it still cries the same foul as alpha-blend vs. alpha-test from years prior. It's just another "If only developers..." or "If only artists.." suggesting a trend no different from "If only I could win the lottery.."
Obviously, it's all the publisher's fault.. if they only didn't apply release pressure on 12-14 month development cycles... we'd have beautiful games released every 18-20 months.