Reply 20 of 24, by bjt
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Yes, because the HW edge AA required primitives to be sorted in ideal alpha-blend order, impractical for most games.
Still, it was interesting at the time.
Yes, because the HW edge AA required primitives to be sorted in ideal alpha-blend order, impractical for most games.
Still, it was interesting at the time.
Let's not forget that the Nintendo 64 had hardware anti-aliasing before the PS2 did!
Granted, there are a lot of retrogamers who find it a blurry mess because it's usually applied to 320x240 frames rather than 640x480i, and thus they've taken steps to reverse both stages of the N64's anti-aliasing, like so. However, one approach requires a very expensive (but very nice) UltraHDMI mod.
https://www.youtube.com/watch?v=QDiHgKil8AQ
Back to PC anti-aliasing; if anything, I need a guide for all the AA methods they have now.
In the old days, it was simple: you had MSAA for minimal performance impact and SSAA if you had fillrate to spare.
Nowadays, though? You've got FXAA to blur the whole image for very minimal performance impact, temporal AA in forms like NVIDIA-proprietary TXAA, CSAA, and generally all other sorts of implementations I can't keep track of that can be used with today's programmable shader hardware on top of the classic MSAA and SSAA - with nobody bothering to actually sit down and explain the differences in one nice little guide!
The Permedia 2 seems to support edge antialiasing as well:
ftp://ftp.fau.de/netbsd/misc/cegger/hw_manual … abs/p2_arch.pdf
wrote:The Permedia 2 seems to support edge antialiasing as well:
ftp://ftp.fau.de/netbsd/misc/cegger/hw_manual … abs/p2_arch.pdf
Only for sprites though, not for 3d rendering, it seems. Only does FSAA for that.
wrote:The Permedia 2 seems to support edge antialiasing as well:
ftp://ftp.fau.de/netbsd/misc/cegger/hw_manual … abs/p2_arch.pdf
FYI we mirrored all these video manuals over at http://www.vgamuseum.info 😀
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