Yes, the problem is with AF, and there’s no real-time implementation that will resolve all texture and shader aliasing. Even 512x ALU-rendered AF shows similar problems, and that’s not available outside of tester apps and similar. Therefore the only available solution is to use SSAA which visibly reduces shader and texture aliasing.
I don't think you understand where I'm coming from.
I'm not talking about *current* games and *current* hardware, because obviously that has flaws, so it's pointless discussing that.
I'm talking about how we are going to move forward and find the best possible balance between image quality and performance.
I get the distinct impression that what I've said simply went *woof* over your head. You don't seem to understand how a rasterizer works *at all*, or why tessellation can have a significant effect on texture filtering and MSAA because you move back to strictly *linear* surfaces.
Do you understand that for a perfectly planar surface (say a triangle), supersampling can easily be simplified because you know where your neighbouring pixels are, when you sample a texture? And that it is therefore quite pointless to render complete pixels, if you can get a perfect texture sample from a single pixel anyway (and perfect surface normal etc)?
There will not be any discontinuities in texturing or shading because the surface is perfectly flat.
This is simply untrue; any surface can be undersampled if there are not enough pixels. That’s a by-product of converting from world space to screen space.
That's not the point. The point is that the undersampling can be dealt with without supersampling the lot, if you can assume that the surface is planar (or at least continuous, like with smoothed normals and other gradients).
You do not seem to understand what a linear surface is. I'm just not getting through to you.
I’m starting to wonder whether you have any significant gaming experience at all.
I've written a lot of real-time renderers over the years, both software and hardware. I know the ins and outs of rasterizing, raytracing and REYES rendering.
What do you know about the inner workings of a triangle rasterizer and how shading is and filtering are implemented? Not a whole lot, it seems... Most of what I said goes straight over your head it seems.