I was wondering what everyone else thought. I think that MSAA should be done away with to save transistors regardless of the performance hit SG-SSAA causes, so long as the texture LOD bias is so it's not blurry and so there's no texture aliasing.
What's RG and SG? I know SS = Supersampling.
JAG87, great post there mate! :thumbsup:
It's true, once you get used to RGSS/SGSS, there's no going back. When it works properly the image quality it generates is impeccable.
Even just 2xSS can make a huge impact to image quality if the game has a lot of shader and/or texture aliasing. Older games like Doom 3 and Call of Duty 1 also look great with SSAA.
I haven't really checked temps with SSAA, but I'd imagine theyd be higher than MSAA/CSAA because all parts of the card are being stressed more, not just ROPs and bandwidth.btw BFG, have you noticed how hot fermi gets with SSAA...
The biggest problem with games these days is shader aliasing, not texture aliasing. Tessellation does not affect shader aliasing in any way, all it does is generate more polygons.If Tessellation does indeed take off in the next few years and we get rid off all 2D sprites for distant objects and instead they are replaced by a scaled down displacement map of the original object. Then MSAA should be all we need right?