The end result of this compression engine is that anti-aliasing now becomes a very low cost operation, since very little memory bandwidth is wasted. Essentially the only memory bandwidth used is on the edges of polygons, which make up a much smaller percentage of a scene than everything else. This should sound quite familiar as the results are similar to what Matrox promised (and delivered) with their Fragment Anti-Aliasing technology - only anti-aliasing the edges of polygons - however the difference is that there are no compatibility problems with NVIDIA's approach as it is still conventional multisampled AA.
The compression engine is completely invisible to the rest of the architecture and the software running on the GeForce FX, which is key to its success. It is this technology that truly sets the GeForce FX apart from the Radeon 9700 Pro.
The compression engine and the high clock speed of the GeForce FX enabled NVIDIA to introduce to new anti-aliasing modes: 6XS under Direct3D, and 8X AA under both OpenGL and Direct3D. Because of the compression engine, performance with AA enabled should be excellent on the GeForce FX.