nVidia GeForce GT200 Series Anti-Aliasing Investigation
Anti-Aliasing Introduction
In 3D graphics, aliasing occurs because of rasterization, the process of converting a scene from vector primitives (essentially infinite resolution) to screen space (finite resolution). Typical aliasing with 3D scenes includes shimmering, jagged edges, line crawling, wiggling surfaces, and similar.
A higher resolution helps to some degree because there are more pixels to interpolate across, but it’s still quite poor at reducing aliasing compared to current hardware anti-aliasing techniques.
Current 3D hardware AA operates on the basic premise of sampling multiple times for a pixel (as opposed to using a single sample), and blending said samples to form the final pixel. The resulting smoother gradients reduce aliasing.
Multi-Sampling Theory (MSAA)
Multi-sampling first debuted on nVidia’s GeForce 3, and is the most popular hardware AA technique currently used in consumer space. This method takes the concept of super-sampling but decouples the shader and texture samples, thereby saving fillrate.
It operates on the concept of rendering only the geometry at a higher resolution (as opposed to super-sampling which renders everything at a higher resolution), then calculating the final color based on whether multiple depth (Z) values fall on the edge of a polygon or not.
The disadvantage of this method is that it can’t address texture or shader aliasing (since it only anti-aliases polygon edges), but it’s extremely fast compared to super-sampling, and still shows huge improvements in image quality.
Generally speaking, unless you run a very slow GPU setup, you should try to run at least 2xAA, even if it means dropping the resolution a bit. Even 2xAA can provide a substantial improvement in image quality over no AA.
I run 2560×1600 with 2 gtx280’s and something very noticable was how much smoother all games run with AA (all in game no need for Nvidia control panel) when I upgraded from Vista 64 to Win 7 64. Games like Crysis and COH at 2560×1600 everything maxed with 8xcsa wouldnt even render a frame with Vista, after upgrade to WIN 7 64, COH and Crysis run 16x NP, (Cryis with low FPS obviously) SLI 285’s and 280’s Win7 is the way to go.
Yes, Windows 7 handles SLI/CF better than Vista.