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3dfx Hardware & Software => Hints By Advanced Users => Topic started by: NitroX infinity on 25 July 2004, 11:58:00

Title: Advanced FSAA
Post by: NitroX infinity on 25 July 2004, 11:58:00
3dfx used Rotated Grid for their FSAA right?

So I was thinking: how many times does a frame get rendered/rotated at 2x FSAA?
And if you'd increase(*) this would the quality of anti aliasing get better?

(*) increase by a factor that sets FSAA between 2x and 4x; 3x

It might be a possibility to add FSAA 3x this way for the V5

Though, I'm possibly completely mistaking with this.
Title: Advanced FSAA
Post by: dborca on 26 July 2004, 09:39:43
the N in NxFSAA does not stand for the number of rotations (although I tried this for tAA), but represents how many times the scene is rendered. you cannot have 3xFSAA or esoteric values such as PIxFSAA.

the VSA chips can do one or two samples per chip. higher FSAA can be obtained by using a secondary set of buffers and reducing SLI. following these constraints, N will be POT.

in fact, VSAs don't use rotated grid; the pixel jitter offsets are fully programmable.

for a good explanation on super-sampling, follow this:
http://www.beyond3d.com/articles/ssaa/index.php
Title: Advanced FSAA
Post by: NitroX infinity on 26 July 2004, 10:14:30
I know you can't do 3x FSAA.
I was talking about a theoretical 3x FSAA by rotating the grid a few more times :D.

But like I said, I don't know the technical details about RGAA.
Title: Advanced FSAA
Post by: dborca on 26 July 2004, 12:22:59
you could read the "details" from the link above, but that's of no use for you, since 3dfx doesn't do RGSS - I said that before, IIRC.

rotate the grid a few more times how? when? where? another thing that I said was that I tried, during tAA implementation (also discussed between me & FalconFly on another thread here). it's a no-no.