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Why Ati has better quality AA (article)

I wonder why Nvidia never utilized Ordered Grid; after all they did get most if not all of 3dfx's assets. They should do 3dfx AA.
 
nV uses RG for 2x and 4xS. The main problem is that they don't use it for 4x.

I agree, though, the V5's AA would be nice, but it'll be slow, as I think it's (to speak probably very imprecisely) closer to SSAA than MSAA. The ability to use it independent of API/app would be nice: no problems with Halo or NFS:U or the like.
 
Then that's why Nv 2x looks really good. I would love 8x - it makes all the lines smooth, very realistic, but unfortunately only is allowed at a maximum res of 10x7 and the performance drop kills any squirrel within a 45 mile radius.
 
I agree, though, the V5's AA would be nice, but it'll be slow, as I think it's (to speak probably very imprecisely) closer to SSAA than MSAA.

V5's AA is SSAA, they just did it a funky way. The performance hit on it would be too large for most people to tollerate, although with more games using front buffer tricks in their rendering it would be nice if someone offered a pure SSAA path to deal with those titles.

Then that's why Nv 2x looks really good. I would love 8x - it makes all the lines smooth, very realistic, but unfortunately only is allowed at a maximum res of 10x7 and the performance drop kills any squirrel within a 45 mile radius.

nV's AA uses an enlarged front and back buffer for AA, 8x AA shouldn't be used on 128MB boards it takes up too much memory. It isn't going to perform great even on 256MB parts, but it will certainly be better then on a 128MB part where you will get a lot of texture thrashing.
 
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