And I forgot transparency AA which a new feature in the 7800 series and neither the Xenos nor the X1800 series feature. This means if you use hard translucency for textures (like tree leaves, bushes, grass) their edges will still be jaggy even with 4x FSAA on. Of course the devs should opt for smooth translucency whenever possible to avoid this, but thats not possible if you want to apply shaders to the texture.
QUOTE(TheMuffinMan @ Oct 31 2005, 10:40 PM)
You guys should read the news more often on main page, it clearly states that ATI's latest cards the X 1800's or what not are less powerful than that of the 360's so you'll have to wait to catch up graphics wise. Then you look at the processors and compare.
Yea I think it was the xenos is faster at higher resolutions
a simple example of why Mhz!=Power
robot A has 2 hands and can move them both at 1.0Ghz both at the same time but can only grab 1 lb at a time. @ moving 2lb bricks from one pile to another he essentially rates @ 1Ghz bricks (2 hands per brick.
a different robot ( B ) has 2 hands and can move them both at 0.5Ghz both at the same time each able to grab 4lb at a time. @ moving 2lb bricks from one pile to another he essentially rates @ 1Ghz bricks (1 hand per brick, 1 brick each hand @ 500Mhz).
Now decrease the bricks to 1lb each... suddenly the picture changes... Robot A rates @ 2Ghz Bricks, Robot B remains the same.
Increase the bricks to 3lb... suddenly Robot A cannot handle it... yet Robot B does things exactly the same and remains at the same speed.
Did the Speed of the CPU (hands) denote the "power" of the system here... from this simple example you should understand that while Ghz are easy to understand... the defining factors in CPU/GPU design and use are not encompassed within the number on the box, nor are all CPU/GPU's the same.
QUOTE(m_hael @ Nov 1 2005, 06:17 AM)
re 4xFSAA - you are most definitely categorically and logically wrong... but its fun to post aint it?
my point was that a hard edge in ANY form is smoothed out by 4xFSAA, granted there are better technques but FSAA doesn't just "miss out" alpha'd edges.... it does nothing with edges at all.. it simply smooths out the ENTIRE screen.
press once get three.
And look I'm not trying to say they are lying and omitted an important feature in the AA, but for me it seems they are not using Adaptive AA and most certainly not supersampling AA (that would quadruple the shader load).
QUOTE(Joergen @ Nov 1 2005, 12:53 PM)
And look I'm not trying to say they are lying and omitted an important feature in the AA, but for me it seems they are not using Adaptive AA and most certainly not supersampling AA (that would quadruple the shader load).
QUOTE(Jason9875 @ Nov 2 2005, 03:44 AM)
4x Full Screen Anti Aliasing.
Supersampling is an nvidia gimmick from way back when (GF2?) and unless its supersampling it wont just "smooth out" everything magically.
4X FSAA means 4X multisampling AA which just analyses the edges of polygons based on what the zbuffer data says are visible. The word Full Screen Anti-Aliasing comes from Voodoo1 days when it was a buzz word for what some upcoming cards woul do (and of course they really didnt untill they had enough bandwidth to handle it).
These days you can also program AA via shaders and no doubt they could do something extra to AA the crude edges of 2bit transparency textures, but unless they do, I'm afraid its just plain 4x Multisampling.
Then on a sidenote, I dont even like AA nor bloom nor any other glaucoma effects. 4X AA would be most beneficial at the SD resolutions where screen size and pixel size make for a lego-fest. But at 720p I wont be missing it too much (though it will be beneficial with large screens).
We wouldnt even need TSAA if all the transparencies in the current games were "Battlefield 1942 trees" (play it see it) or soft alpha. But the devs have chosen hard 2bit alpha for everything now and it needs to be antialiased.
one... FSAA does NOT stand for FULL SCREEN ANTI-ALIASING... it stands for FULL SCENE ANTI-ALIASING. Given this ANY technique which applies itself to the entire scene is FSAA.
MSAA == FSAA (essentially edge detection using delta Z calculations, expensive on Zbuffer but not on the color buffer)
SSAA == FSAA (essentially X times more resolution on the front buffer, expensive overall, provides the best results but costs a phenomenal amount of GPU power)
secondly - while I can't reveal the requirements for xbox 360 I can tell you this...
a game running in 720p without AA at all looks fantastic,
a game running 2xFSAAx720p looks better, smoother...
a game running 4xFSAA looks marginally better.
a game running in 720p applying full screen motion blur, bloom effects, Depth of field and also using FSAA looks amazing.
stop complaining... stop guessing.... we're not allowed to tell you whats required, whats happening or what will happen. Look, see, absorb and marvel and how smooth things look when done correctly.
QUOTE(Joergen @ Nov 1 2005, 11:42 AM)
And while the 10MB edram is already too small for 720p

And hopefully they wont shy away from letting the interlaced SD signal be clear and crisp (with some flicker filtering surely) with true AA, and not just blurring it out with the soften filter in the tv-out chip itself like on the old xbox. Not that I will be using SD, but for the unlightened ones' benefit.

I know alot of the time screenshots released of games are not taken or screened by the dev teams who care most about what their baby looks like, but still interesting to see such a lapse from such a respected developer.
QUOTE(Joergen @ Nov 5 2005, 06:36 PM)
Funny thing I just saw that relates to this whole TSAA thing:
QUOTE(Joergen @ Nov 5 2005, 04:36 PM)
Funny thing I just saw that relates to this whole TSAA thing: