ATi Radeon 4000 Series Anti-Aliasing Investigation
Adaptive Anti-Aliasing (AAA)
As I covered in my image quality comparison article, AAA is a method of anti-aliasing alpha (transparent) textures (e.g. vegetation, wire fences, etc), something regular MSAA cannot do. It works by resubmitting the texture multiple times into the pipeline and shifting the location of the sample each time, then blending the samples into one.
From the findings of my last article, I suspect ATi is selectively applying multi-sampling or super-sampling depending on the scene and game. This explains the “fattened” vegetation and the fact that only the edges of the transparent areas are impacted, as is typical with multi-sampling (nVidia’s multi-sampling TrAA did something similar in the past). However since multi-sampling doesn’t work in every game, ATi likely falls back to super-sampling in such titles.
ATi has two AAA modes, performance and quality. Quality uses the full base multi-sampling pattern while performance only uses half the samples (so 4xAA with performance AAA only uses two samples on alpha textures).
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