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Old 02-24-05, 09:40 PM   #25
macatak
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Default Re: AA in Halo PC...

Quote:
Originally Posted by brady
thats interesting. i never thought of aa as somthing that hat to be supported by a game.
Medal of Honor: Pacific Assualt is another game where if you force AA it doesn't work...just gives you a big performance hit and no AA
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Old 02-25-05, 02:55 PM   #26
Nitz Walsh
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Default Re: AA in Halo PC...

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Originally Posted by jbirney
Did you even read what ET said?

"The entire scene is rendered to an intermediate buffer (an off-screen Direct3D surface).. "
Yes, which is why at the start of my post, I stated "Using OpenGL". Did you even read what I said? It was purely informative, not argumentative, so loosen up those panty strings.

I do find it somewhat amusing that a port intended for a much, much smaller market actually has more features than the original code the port is based on, though. I can't fault Gearbox entirely for going with Direct3D however, as it obviously gives them the widest support - the quality of GL drivers outside of Nvidia/ATI is a large question mark.
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Old 02-25-05, 03:02 PM   #27
Nitz Walsh
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Default Re: AA in Halo PC...

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Originally Posted by Edge
The PS2 version DID look far better than the PC version. Hell, even the Dreamcast version looked better than the PC version. It wasn't until the HD pack was released with Blue Shift that the PC version was able to match up to the console versions.
The BlueShift models were a minor upgrade, "far better" is some serious hyperbole when you're talking about 640*480 with many scenes at 30fps compared to how PC's were running it at the time.

Regardless, Blue Shift on the PC was released before the PS2 version of Half Life, so the words "wasn't until" makes no sense considering the timeframe (especially considering how dirt-cheap HL compilation packs were at that time).
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Old 02-25-05, 03:48 PM   #28
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Default Re: AA in Halo PC...

O.k. Going to have to bust out the images here...



The next image, I know it isn't from Half-Life, but the models are the ones from the High Definition pack...



Last ones shows original Barney and then High Definition Barney.





Gentle

Last edited by Gentle; 02-26-05 at 04:02 AM.
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Old 02-25-05, 08:44 PM   #29
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Default Re: AA in Halo PC...

Quote:
Originally Posted by jbirney
Yeap and thats not really a bad thing at all. Many things are differnet from the ports to a new API. For example in UT2k4 the opengl path still does not allow for rendertotextures features. But meh...

Your missing the point jbirney. RTT can support Anti Aliasing in DirectX 9.0. The fact that it wasnt makes it fairly lazy programming. NFS Underground 2 is a perfect of example of how using RTT can be enabled with Anti Aliasing. While the first version could not.
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