"Well, bullet time was so popular in Max Payne nVidia decided to slow down all games. It's a feature. :)"
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AntiAlias
Saturday, June 4, 2005 | Permalink

Executable
Source code
AntiAlias.zip (361 KB)

Required:
GL_ARB_shader_objects
GL_ARB_vertex_shader
GL_ARB_fragment_shader
GL_ARB_shading_language_100
This demo implements supersampling antialiasing by rendering the scene multiple times with just a tiny tweak to the projection matrix between the renders and accumulating the results in the accumulation buffer. It allows you to change between 1x (no AA), 2x, 4x and 11x (default). If you enable antialiasing in the control panel you can get really large AA modes, for instance 6x multisampling + 11x supersampling, which would give you essentially 66x AA.