Axyon
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Gabe Newell of Valve Software has explained in detail the current FSAA issue on the halflife2.net forums! While the legitimacy of the post cannot be confirmed, it does appear that it is Gabe himself (I feel like such a fool questioning his existance here, sigh
).
He explains the problems occuring with AA, and how they can be rectified in the future, so be sure to visit the forums and visit the topic here!
An extract from the thread:
"What are potential solutions?
There's a different trick you can use with hardware, such as NVIDIA's, that doesn't support centroid sampling. Basically you trade off some pixel shader bandwidth to clamp the texture coordinates so that you don't sample texels outside of that polygon's lightmap sub-rect.
Between these two approaches, multi-sample anti-aliasing artifacts should be a non-issue for any DX9-level hardware running Pixel Shader 2.0."
He explains the problems occuring with AA, and how they can be rectified in the future, so be sure to visit the forums and visit the topic here!
An extract from the thread:
"What are potential solutions?
- Support Centroid Sampling
- Use Pixel Shaders to Clamp Texture Coordinate
There's a different trick you can use with hardware, such as NVIDIA's, that doesn't support centroid sampling. Basically you trade off some pixel shader bandwidth to clamp the texture coordinates so that you don't sample texels outside of that polygon's lightmap sub-rect.
Between these two approaches, multi-sample anti-aliasing artifacts should be a non-issue for any DX9-level hardware running Pixel Shader 2.0."