Source, proof?
Great turnout guys, I need some time to go through the results.
As for overriding AA - sometimes you need the compatibility bits for it to work. In DX10/11 you only need to set the 4xSGSSAA in transparency AA and that's not, nothing else is required (as long as 4xMSAA is selected in the game)
If you're GPU bound, 4xMSAA -> 4xSGSSAA should cost around 50% performance in most cases.
The
link's and info DiogoDX, provides gives the correct explanation as to why.
And having both Nvidia and AMD cards here, i can honestly tell you that AMD's SSAA provides a slightly cleaner look than Nvidia's SGSAA albeit with a larger performance hit also.
The conclusions you are reaching are based on testing only on Nvidia hardware , so its easy to see where you get the conclusions from.
And i am in no way implying you don't feel your conclusions are 100% correct.
But when you test them side by side, it is obvious that AMD's SSAA goes for the highest image quality regardless of the larger performance hit.
Whereas Nvidia's SGSSAA strikes the best balance between performance and image quality.
I hate calling it a "balance" because quite honestly Nvidia has darn near the same image quality and way better performance than AMD when it comes to AMD's SSAA vs Nvidia's SGSAA.
In other words, AMD's SSAA method seems more unrefined and a brute force method that simply isn't as optimized as Nvidia's SGSSAA.
As is clearly explained in
DiogoDX's posts.
Whereas Nvidias SGSSAA seems much more refined and offers darn near indistinguishable results with way better performance than AMD's method.
The image quality difference is really only distinguishable in a side by side comparison.
And yet the performance result differences are easily distinguished by a FPS hit comparison. (Nvidia is just simply killing AMD here due to better optimization/options)
Seriously, i'm in no way trying to defend AMD's SSAA methods.
Quite the opposite, AMD needs to look at what Nvidia is doing with their SSAA options and get their own "optimizations" refined.
DiogoDX's,
Posts in this thread are accurate and shouldn't be so easily ignored if you haven't had the opportunity to test both AMD and Nvidia hardware side by side.
Yet you continuously ignore his posts and links/info.
example: SSAA samples in each square in that grid, SGSSAA samples in only some of the squares.
You continually keep saying that pure SSAA doesnt exist when it clearly
Does exist and is what AMD's SSAA settings uses.
Super-sampling Anti-aliasing
This is the type of AA that creates the best image quality. It is pure AA with no compromises. All the other AA technologies exist because SSAA is very slow.
SSAA works by first calculating more pixels than what the resolution is on the screen, and then averaging those pixels to determine the colors of the actual pixels on the screen. The ratio of calculated pixels to displayed pixels is often described by a number put before the acronym. For instance, 8xSSAA describes that each pixel on screen will be the avarage of 8 calculated pixels.
Sparse Grid Super-sampling Anti-aliasing
Similar to SSAA. This type of AA is the first in a series of AA types that represent a compromise designed to trade image quality for performance.
The sampling pattern of plain SSAA is called Regular Grid or Ordered Grid. It can be pictured as a grid that has higher resolution than the pixel grid. Where SSAA samples in each square in that grid, SGSSAA samples in only some of the squares.
SSAA is slow because the pixel rendering stage of the rendering pipeline must do the same amount of work as if the screen resolution was many times the resolution of what it is.