KarlHungus,
The whole idea of multisampling is to re-use textel data between subsamples which hit the same polygon on the pixel's area. DirectX8 documents indicate that multisampling is done in a single pass, as triangles are rasterized. Because texture aliasing is handled in a different, not completely application-transparent process (trilinear or anisotropic mip mapping + filtering) compared to edge aliasing (traditionally blending subsamples), I expected there to be at least some compatibility issues. Or some unexpected issues to arise just because the technique's new to the API, and Microsoft's behind the whole mess.
Implementation of MS-FSAA isn't as straightforward and foolproof as SS-FSAA, but the output looks just as good. MS-FSAA on DX8 software reference rasterizer seems to run just fine and wihtout visual anomalies (though it's very, very SLOW) on all examples found in the SDK. This is a good sign, at least everything works on the API's side of things. With hardware implementation the speed should be much more tolerateable than the abysmal performance of SS-FSAA we know today.
There are two MS-FSAA modes available on the reference device in the demos, 4-sample and 9-sample one. These are 2x2 and 3x3 modes respectively, though I do not know specifically how subsamples are aligned (ordered grid, rotated grid or something even fancier). DirectX8 seems to support 0,2,3,4,5..16 samples to be used in MS-FSAA, I guess it's up to the hardware how to place them.
edit: Now I'm dropping verbs. This is why I'll never be an Elite member
