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New antialiasing demo
Saturday, June 4, 2005 | Permalink

With the announcement of CrossFire and its SuperAA mode people may wonder what these AA levels might look like. Using 6x multisampling and setting this demo to 2x AA should give you something pretty close to what the 12x mode looks like, though there will be some differences. SuperAA modifies the sample pattern between the two GPUs and allows a pixel center offset for a supersampling effect, while this demo implements its supersampling by shifting the entire scene on a sub-pixel level and combining the results, of course without change to the multisample positions (if enabled) since that's entirely in the control of the driver.



Enter the code below

Sunday, June 5, 2005

Nice. However, 6xAA chosen in the control panel didn't work very well for me. No problem with 4x though...


Sunday, June 5, 2005

Tested with my 6600GT and 4xAA in drivers - very smooth edges and slow framerate.

Sunday, June 5, 2005

:O ...I broke the collision detection. When going backwards into a corner I go through the wall. This wasn't the case in the depth of field demo that uses the same map.

Apart from that ...it looks good

Monday, June 6, 2005

A follow up on my findings ...just in case anyone cares :/

The ability to pop through walls appears to be fps related. Why?

Well ...it only happens when samples is set to 11.
It also only happens when going backwards (when going backwards, a lot of the room is within the view frustum so the fps is of course going to take more of a hit than only rendering a couple of walls if you are trying to break out when going forwards)

This is probably not an issue for everyone else with geforce gt's and highend ati cards ...but I guess the 21 fps my aging geforce fx 5900 gets on 11 samples just doesn't cut it

Tuesday, June 7, 2005

tested it with 8xs AA turned on on my GF6800Ultra
it ran at
>600 FPs with 1 sample
170 fps with 2 samples
97 with 4 samples
40 with 11 samples

And not a jaggie in sight with any of them.

Tuesday, June 7, 2005

upping the resolution to 2048x1536 with 11 samples and 8xs AA does give me a fps of 9 and enables me to pop trough walls, nothing serious though, it's just a matter of fixing the timing method to a better one.

Tuesday, June 7, 2005

try downloading the latest version. It shouldn't have that problem.

yes, the collision detection isn't very advanced. It just pushes the sphere around you away from the surface. If the fps is low though the steps get large enough so that you can jump far enough for it to miss the polygon entirely.

Wednesday, June 8, 2005

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