Sinc resampling is used all the time. The Lanczos filter is itself a windowed sinc filter.
Interpolation is used when scaling up or down. You interpolate more pixels from fewer known pixels for scaling up, and you interpolate less pixels from more known pixels when scaling down. I think I can explain this to a 4 year old and they would understand.
Your right, I only took DSP at university, nyquist shannon was one of the first things we learned. I'm a complete noob when it comes to this topic.
Shader aliasing is practically negligible compared to the type of shimmering I am referring to. Mipmap shimmering is visible even if you stand 5 feet from the monitor. But you are certainly right, SSAA is the only thing that rids of shader aliasing for now.
And I'm not replying to this thread anymore. All there is to say about SSAA has been said.
Well, BFG10K said that using 8xS (2x2 plus 2x MSAA) or 16xS resolves the blurriness problem that is seen with just 2x2. Also, perhaps AF was not being used in that 2x2 screenshot that you showed us?
You are partially wrong about AF being the only thing that works on mipmap textures, since SSAA (when properly implemented) does some degree of AF by itself (say, 2x2 SSAA automatically doubles the AF by 2x). More on that below..
Anyways, shader aliasing is much more apparent in newer games nowadays. Most games based on UE3 engine has horrible aliasing wherever there is strong contrast with HDR lighting on the edges, and cannot be resolved with anything except brute-force SSAA. Specular mapping is another thing, too, with specular aliasing that plagues many of the DX10 games. Also, adaptive/transparency aliasing do not always work on DX10 games that do not request AA on alpha textures like grass blades (Nvidia's upcoming Fermi has a solution for better Transparency AA on DX10/DX11 games).
You act as if the reduction in texture detail is readily apparent. I'm picky on IQ and can not see a difference in texture quality regardless of whether I'm using SSAA or not. What I do see, is that all shader aliasing is gone, giving me a much more eye pleasing image to look at. With Nvidia hardware it is a different story, SSAA on their cards is a blurry mess - something I expect to be rectified with Fermi.
Until another method of eliminating aliasing emerges, SSAA is only way to get the best possible IQ out of a game right now. Also here is a shot of HL2 at 2560x1600 with 8xS:
http://relm.exophase.com/hl2-2010-01-31-12-21-56-40.jpg
The trees int he distance are 'softer' but remain sharp, not overly blurry like with Nvidia's implementation. Here is another shot at 16xS, total overkill but hey:
http://relm.exophase.com/hl2-2010-01-31-12-31-28-82.jpg
x3sphere said that there is not any blurriness when using 8xS or 16xS, as you can see in the pictures. Like with 8xS, 16xS also uses a combination that includes 2x2 SSAA, but with 4x MSAA instead.
I've also been enjoying SSAA for a good while too. Only a couple games gave me the blurriness problem (DX7 and DX8 games like NOLF), but I think that's when I was using either pure 2x2 or 4x4 SSAA when I was playing with Stereo3D glasses.
I have a couple of questions:
According to this article here:
http://www.pcgameshardware.com/aid,...al-quality-to-Radeon-HD-5000-series/Practice/
Does that mean that there's absolutely no way to forced more detailed LOD with ATI drivers newer than 9.11? I think there's an adaptive filter being used with the LOD (where the distant textures are not affected by sharper LOD, but the middle textures are affected somehow) with ATI's new automatic implementation of LOD in SSAA mode.
I mean, by looking at the last picture of Fallout 3 that compares the LOD 0.0 vs Automatic "hidden" LOD optimization vs LOD -1.0, the trees in the background are exactly the same for 0.0 LOD and Automatic optimization, but not with -1.0 LOD. I can see that somewhat higher LOD is being used for textures on the ground in the new automatic mode.
When the 5870 was first released, several people reported that ATI's SSAA method was blurry for some games, but not in other games. I noticed that when BFG10K tested the 8x SSAA mode with D3DAFTester using 16x AF, it did not make the colored mipmaps any smaller. (I'm talking about the colored indications to show the bands where AF is being applied). When I use 2x2 SSAA on my 8800GTX, it literally shrinks the 16x AF colored circles to half the size, making it look like as if I'm using 32x AF. Perhaps it is because ATI refused to let the SSAA make the LOD any sharper with their earlier drivers? Would the recent drivers now allow SSAA to "halve" the size of color bands in D3DAFTester, just like when going from 8x AF to 16x AF?