Originally posted by: BFG10K
Rotated grid.What type of supersampling does TRSS use?
If you don't understand the basics of AA then it probably won't make sense.rotated grid supersampling? that doesn't make sense.
No, this is false. When using TrAA SS the super-sampling pattern on alpha textures is rotated grid. That's one of the reasons why it looks much better than the regular xS super-sampling on alpha textures.Supersampling is always Ordered Grid on nvidia hardware
Originally posted by: BFG10K
If you don't understand the basics of AA then it probably won't make sense.rotated grid supersampling? that doesn't make sense.
No, this is false. When using TrAA SS the super-sampling pattern on alpha textures is rotated grid. That's one of the reasons why it looks much better than the regular xS super-sampling on alpha textures.Supersampling is always Ordered Grid on nvidia hardware
It sure can.oh i didn't know supersampling could use a rotated grid.
It's actually very simple - the pattern it uses is exactly the same as the current MSAA pattern.if this is correct then im wondering which type TRSS uses.
If that were the case then it would be doing the same for TrAA MS and performance AAA, which it doesn't.If it's an AA test app, I'll bet it's actually reporting the MSAA component and NOT the SSAA component samplin positions.
Because this proves the AA tester is not simply mimicking the number of MSAA samples (i.e. 6xMSAA with performance AAA does not show 6 super-samples).Why are we discussing ATi AA methods
Ordered grid 16xSSAA of course.Try this, set the AA mode to SSAA 4x4 with T:SSAA stacked on top and see what sort of sample pattern you get.
It looks the same because all the AA happening in my scenario is SSAA, which uses Ordered Grid and not Rotated Grid...In fact it looks exactly the same with or without TrAA
Sure but your example has absolutely nothing to do with the issue.It looks the same because all the AA happening in my scenario is SSAA, which uses Ordered Grid and not Rotated Grid...
Exactly. That's how come it can stack with the likes of 8xS and 16xS.You will only see a rotated grid pattern when you use an AA setup with an MSAA component in it.
Not only does ATi do SSAA they do it under both quality and performance modes, unlike nVidia that only does it under the quality (SS) mode.The ATi AA is weird. They don't actually do SSAA even in T:AA modes, they mimick it somehow with MSAA.
Got a link? Because I'm going to have to call BS on that claim.There was a good thread on it somewhere on B3D.
That claim is correct.You were claiming supersampling could use a rotated grid when used as a transparency AA mode.
You providing an irrelevant AA mode has no bearing on the fact that my original claim was correct.You stated there was no difference between T:SSAA on or off. Thats because none of the AA modes employed utilize a rotated grid!
I still don't think you understand how TrAA actually works so let me explain it to you again as clearly as possible.To see a difference you would need to do something like 4x MSAA or 8xS AA plus T:SSAA and then the rotated grid would come from the base AA, not the stacked T:SSAA.
That wouldn't do anything because as I explained TrAA derives its sampling from the MSAA pattern currently in use.Alternatively you could do 4x4 SSAA and stack T:MSAA (why you would do so I have no idea though...)
Uh, no.the behaviour you are trying to describe applies to the T:MSAA mode, not the T:SSAA mode!
On GeForce 7800 GTX, NVIDIA has exposed a Supersample renderstate allowing individual primitives to be supersampled (in combination with a multisampled backbuffer). This is especially effective for textures with hard edges like a chain link fence or lattice work.
Transparency supersampling provides optimal flexibility: because transparency supersampling can be controlled on a per-primitive basis, you get the advantage of extremely high quality supersampling for alpha-tested textures but you can avoid this cost for other geometry.
Multisampling, on the other hand, is based on geometric pixel coverage, and will not work with fragments where the underlying geometry does not match the actual pixel?s geometry.
That depends which of your posts you're talking about given you tend to post randomly, almost like a "spin the bootle" approach.How has what any of what you just posted contradicted any of what I've said in previous posts?
Total and utter BS.It doesn't matter how you try to twist it BFG10K, the T:SSAA is done with an ordered grid.
No sh!t sherlock, thanks for stating the obvious. The point of the quote was to demonstrate that the TrAA SS pattern operates in lock-step with the regular MS pattern, unlike your claim that some kind of fictional ordered grid is being used.T:SSAA ****only applies to alpha textured primitives**** In other words an MSAA'd primitve will never receive T:SSAA filtering.
Um, that's from the section labelled "transparency multi-sampling".Multisampling, on the other hand, is based on geometric pixel coverage, and will not work with fragments where the underlying geometry does not match the actual pixel?s geometry.