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Old 10-14-08, 07:34 AM   #80
walterman
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Smile Re: Why did NVIDIA skip the revision of Direct X 10.01 on their 9800 GTX/GX2/GTX 260/

Quote:
Originally Posted by restore liberty View Post
But ssaa doesn't do edging all that well since it's ordered grid.

If you mix it with 4x rgms, that takes away compatibility, doesn't it?
True, but, there is SSAA 4x4 too, and even with the ordered grid, produces better results than the combined modes.

It's possible to implement SSAA with a rotated grid too. But, nobody supports it.

Perhaps it could be the standard way to do AA once we reach TB/s of bandwidth.

Quote:
Originally Posted by restore liberty View Post
If you mix it with 4x rgms, that takes away compatibility, doesn't it?
Yeah. In theory, you always could render a scene with 2x2 (or more) times more resolution, and shrink it at the end to the size of your screen. With any rendering technique. That is why SSAA could be implemented even with shaders, in the worst of the cases. But the performance cost is huge. Maybe some day it could be possible

The problem starts when you use multisampling AA. Deferred shading techniques started the problem. Here is a good description of the problem:
http://www.scribd.com/doc/262491/680...ferred-Shading
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