True, but such an improvement would probably be academic at best. When you reach a certain level of IQ, maintaining a high (and constant) framerate becomes much more noticeable than theoretical IQ increases.
This is especially true in those old twitchy games where it’s very easy to detect when you drop from a constant 120 FPS to something like 60 FPS.
Old games usually have no shader aliasing and only slight texture texture aliasing at worst. You don’t need the strongest SSAA available to clean that up.
Also SGSS can cause slight image blurring unless you adjust the LOD. Not only would this complicate my settings, but the LOD adjustment doesn’t work for OpenGL, which accounts for a massive portion of my older games.
I don’t want to blur opaque textures in old games without a good reason, so I stick to xS. The only reason I used 8xSGSAA in Quake 3 was because there’s a current driver bug that prevents 32xS from working in it, and it also has pretty similar performance to 32xS .
60% is not even remotely close to the level of robustness I expect, not to mention that I’m not willing to downgrade to a 1080p TN panel from my current 1600p S-IPS.
Kind words, thanks.
I don’t write for ABT anymore. Things didn’t work out for me over there, but I wish them the best for the future.