In my opinion, it would have to be FXAA, with lossy texture compression coming in a close 2nd.
The problem I have with FXAA is that it often doesn't do a good job with edges and it's being promoted in favor of rotated grid sampling (or sparse grid if 8 or more samples are used) and nvidia doesn't support MSAA hacks anymore.
I know that I'm probably the only person in the world who doesn't like lossy texture compression, but I think it's bad because lossless texture compression is technologically possible. While lossless texture compression wouldn't allow for as quite of large or as many textures to be stored in memory, it would look better overall IMO. I've never thought 8k^2 textures were necessary, especially since we have AF and since texel density can vary. Given the same color depth, a 4k^2 texture is only 1/4 the size of an 8k^2 texture. Then lossless texture compression would surely on average save at least 15%.
Coming in 3rd place would have to be DX as opposed to OpenGL. DX is proprietary, closed source, and has standardized things too much. I think it has severely limited the progress of Graphics. I think it has done a few good things including the advocating unified shaders but it has mostly made things worse IMO.
As for best graphics tech, I would have to say 3dfx's RGSSAA which is still the very highest quality 13 years after 3dfx first revealed it and 12 years after they hard launched the first product that could do it. It made the competition's ordered grid sampling look pathetic to say the least.
The problem I have with FXAA is that it often doesn't do a good job with edges and it's being promoted in favor of rotated grid sampling (or sparse grid if 8 or more samples are used) and nvidia doesn't support MSAA hacks anymore.
I know that I'm probably the only person in the world who doesn't like lossy texture compression, but I think it's bad because lossless texture compression is technologically possible. While lossless texture compression wouldn't allow for as quite of large or as many textures to be stored in memory, it would look better overall IMO. I've never thought 8k^2 textures were necessary, especially since we have AF and since texel density can vary. Given the same color depth, a 4k^2 texture is only 1/4 the size of an 8k^2 texture. Then lossless texture compression would surely on average save at least 15%.
Coming in 3rd place would have to be DX as opposed to OpenGL. DX is proprietary, closed source, and has standardized things too much. I think it has severely limited the progress of Graphics. I think it has done a few good things including the advocating unified shaders but it has mostly made things worse IMO.
As for best graphics tech, I would have to say 3dfx's RGSSAA which is still the very highest quality 13 years after 3dfx first revealed it and 12 years after they hard launched the first product that could do it. It made the competition's ordered grid sampling look pathetic to say the least.