{"id":21497,"date":"2010-10-19T15:31:47","date_gmt":"2010-10-19T14:31:47","guid":{"rendered":"http:\/\/alienbabeltech.com\/main\/?p=21497"},"modified":"2010-10-23T05:04:02","modified_gmt":"2010-10-23T04:04:02","slug":"nvidia-400-series-image-quality-analysis","status":"publish","type":"post","link":"http:\/\/alienbabeltech.com\/main\/nvidia-400-series-image-quality-analysis\/","title":{"rendered":"nVidia 400 Series Image Quality Analysis"},"content":{"rendered":"<p><!--pagetitle:Introduction & Setup--><strong><span style=\"color: #99ccff;\"><span style=\"text-decoration: underline;\">Introduction<\/span><\/span><\/strong><\/p>\n<p>This article will focus on the image quality enhancements introduced by nVidia\u2019s GeForce 400 series (GF100\/Fermi). Given AF quality has remained unchanged since the 8000 series, this article will focus on AA, and all testing will utilize a single <span style=\"color: #99ccff;\">GTX480<\/span>.<\/p>\n<p>For some background information, I\u2019d also suggest reading the similar articles I\u2019ve written in the past:<\/p>\n<ol>\n<li><a href=\"http:\/\/alienbabeltech.com\/main\/?p=12648\" target=\"_blank\">ATi 5000 Series Image Quality Analysis<\/a>.<\/li>\n<li><a href=\"http:\/\/alienbabeltech.com\/main\/?p=10638\" target=\"_blank\">nVidia GT200 Series AA Investigation<\/a>.<\/li>\n<li><a href=\"http:\/\/alienbabeltech.com\/main\/?p=7429\" target=\"_blank\">ATi 4000 Series AA Investigation<\/a>.<\/li>\n<li><a href=\"http:\/\/alienbabeltech.com\/main\/?p=3188\" target=\"_blank\">Image Quality Comparison<\/a>.<\/li>\n<\/ol>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Hardware<\/span><\/strong><\/span><\/p>\n<ul>\n<li>Intel Core i7 870 (3.2 GHz, turbo on, HT off).<\/li>\n<li>4 GB DDR3-1333 RAM (2\u00d72 GB, dual-channel).<\/li>\n<li>Gigabyte GA-P55-UD3 (Intel P55 chipset, F6 BIOS).<\/li>\n<li>nVidia GeForce GTX480 (1.5 GB, reference clocks).<\/li>\n<li>Creative X-Fi XtremeMusic.<\/li>\n<li>30\u201d HP LP3065.<\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Software<\/span><\/strong><\/span><\/p>\n<ul>\n<li>Windows 7 (64 bit).<\/li>\n<li>nVidia driver 258.96, high quality filtering, all optimizations off, LOD clamp enabled.<\/li>\n<li>DirectX June 2010.<\/li>\n<li>All games patched to their latest versions.<\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Settings<\/span><\/strong><\/span><\/p>\n<ul>\n<li>16xAF forced in the driver, vsync forced off in the driver.<\/li>\n<li>AA forced either through the driver or enabled in-game, whichever works better.<\/li>\n<li>Highest quality sound (stereo) used in all games.<\/li>\n<li>All results show an average framerate.<\/li>\n<\/ul>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--pagetitle:32xCSAA--><!--nextpage--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">32xCSAA<\/span><\/strong><\/span><\/p>\n<p>The first major change to the 400 series is the introduction of 32xAA. This is a CSAA mode that further extends 16xQ by introducing more coverage samples. Here\u2019s the sample pattern:<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-21511\" title=\"Grid 32x\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Grid-32x.png?resize=135%2C135\" alt=\"\" data-recalc-dims=\"1\" \/><\/p>\n<p>You can see eight geometry samples (blue) and twenty-four coverage samples (red), for a total of thirty-two samples. Thus <span style=\"color: #99ccff;\">32x<\/span> = <span style=\"color: #99ccff;\">8x<\/span>MSAA + <span style=\"color: #99ccff;\">24x<\/span>CSAA. There\u2019s also a hidden \u201clight\u201d 32x mode which is <span style=\"color: #99ccff;\">4x<\/span>MSAA + <span style=\"color: #99ccff;\">28x<\/span>CSAA, but there\u2019s virtually no point in ever using it. As a comparison, here are the <a href=\"http:\/\/alienbabeltech.com\/main\/?p=10638&amp;page=4\" target=\"_blank\">other CSAA sample patterns<\/a>.<\/p>\n<p>You can see a lot of the samples are starting to line up, which reduces their effective edge resolution. With that many samples, the hardware probably doesn\u2019t have enough precision within a pixel\u2019s boundary to generate unique X and Y values for all of them.<\/p>\n<p>Here\u2019s 32x compared to nVidia\u2019s previous strongest edge-only mode (16xQ) in <em>Far Cry 1<\/em>:<\/p>\n<div id=\"attachment_21505\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Far-Cry-16xQ.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-21505\" class=\"size-thumbnail wp-image-21505 \" title=\"Far Cry 16xQ\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Far-Cry-16xQ.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-21505\" class=\"wp-caption-text\">16xQ<\/p><\/div> <div id=\"attachment_21506\" style=\"width: 160px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Far-Cry-32x.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-21506\" class=\"size-thumbnail wp-image-21506\" title=\"Far Cry 32x\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Far-Cry-32x.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-21506\" class=\"wp-caption-text\">32x<\/p><\/div>\n<p>The top edges of the hut and the chair are only faintly smoother under a large zoom, so I personally see little value in this mode. In-game improvements from edge-only AA rapidly diminish after 4xAA, so to see significant benefits to image quality you need to start super-sampling as well. 32x is probably there to satisfy edge-only purists, and also to compete with ATi\u2019s edge-detect 24xAA. Still, more options are always good for customers.<\/p>\n<p>For a comparison, here\u2019s the same scene with <a href=\"http:\/\/alienbabeltech.com\/main\/?p=10638&amp;page=7\" target=\"_blank\">nVidia\u2019s other AA methods<\/a>, but don\u2019t compare the tree as it has changed.<\/p>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--pagetitle:CSAA & TrAA--><!--nextpage--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">CSAA &amp; TrAA<\/span><\/strong><\/span><\/p>\n<p>By itself 32x is edge-only, meaning it only affects polygon edges like other CSAA\/MSAA modes. But when combined with TrAA, coverage samples on the 400 series now have the ability to affect the quality of transparent textures. This is different to the 200 series (and earlier) where only multi-samples could affect alpha textures when combined with TrAA.<\/p>\n<p>In my tests I was unable to see any differences between 32x and 8xQ (TrSS and TrMS) in several DX9 titles, even under a substantial zoom. Next I tried <em>Crysis<\/em> (DX10) using 4xTrSS and 16xCSAA\/4xTrSS, and I observed slightly smoother vegetation as shown below:<\/p>\n<div id=\"attachment_21499\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Crysis-4xTrSS.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-21499\" class=\"size-thumbnail wp-image-21499\" title=\"Crysis 4xTrSS\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Crysis-4xTrSS.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-21499\" class=\"wp-caption-text\">4xTrSS<\/p><\/div> <div id=\"attachment_21500\" style=\"width: 160px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Crysis-16xTrSS.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-21500\" class=\"size-thumbnail wp-image-21500\" title=\"Crysis 16xTrSS\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Crysis-16xTrSS.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-21500\" class=\"wp-caption-text\">16xTrSS<\/p><\/div>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--pagetitle:TrAA Decoupled--><!--nextpage--><strong><span style=\"color: #99ccff;\"><span style=\"text-decoration: underline;\">TrAA Decoupled<\/span><\/span><\/strong><\/p>\n<p>The next change is the decoupling of MSAA from TrAA. On GeForce 200 (and earlier) hardware, the level of TrAA was initially tied to the base level of MSAA in operation, though this has recently changed. On the 400 series, the level of TrAA can be independent of the MSAA level; the only requirement is that the level of TrAA doesn\u2019t exceed the MSAA level.<\/p>\n<p>This is obviously a very flexible system because it means in games with heavy vegetation you can drop the level of TrAA to keep performance up, while still maintaining a high level of edge anti-aliasing. Obviously the allowable combinations for AA are now quite large.<\/p>\n<p>To see what is happening, here are the sample patterns for TrAA when it\u2019s decoupled from MSAA on the 400 series (there will be differences on the 200 series and earlier). First for <span style=\"color: #99ccff;\">8xMSAA<\/span> (8xQ):<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-21510\" title=\"Grid 8x\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Grid-8x.png?resize=384%2C159\" alt=\"\" srcset=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Grid-8x.png?resize=384%2C159 384w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Grid-8x-300x124.png 300w\" sizes=\"auto, (max-width: 384px) 100vw, 384px\" data-recalc-dims=\"1\" \/><\/p>\n<p>And now for <span style=\"color: #99ccff;\">4xMSAA<\/span>:<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-21509\" title=\"Grid 4x\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Grid-4x.png?resize=258%2C159\" alt=\"\" data-recalc-dims=\"1\" \/><\/p>\n<p>Here the blue dots are geometry while the green dots are shader\/texture samples. You can see when the TrAA level matches the MSAA level, the samples are in lock-step and behave like they did on the 200 series (and earlier). Meanwhile, reduced TrAA levels utilize only a subset of existing MSAA samples, though existing sample positions are still retained. In the case of 2xMSAA no decoupling is possible, as this would obviously amount to 0xTrAA.<\/p>\n<p>Also note the actual sample positions as well as their counts. For example, 8xQ\/2xTrAA will look worse on alpha textures than regular 2xTrAA because of less effective sample placement on the part of the former.<\/p>\n<p>Interestingly, ATi also used to have decoupled adaptive anti-aliasing in the past called <span style=\"color: #99ccff;\">performance<\/span>, which took half the AAA samples of the base MSAA level. But this seems to have vanished from the driver some time ago.<\/p>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--pagetitle:SSAA--><!--nextpage--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Full Scene Super-Sampling<\/span><\/strong><\/span><\/p>\n<p>Like 3dfx and more recently ATi, nVidia now allows full scene super-sampling with rotated and sparse grids. This feature was \u201caccidentally\u201d implemented at launch and was hidden within the TrAA setting, but now it\u2019s supported with nVidia\u2019s tool, and with certain third party utilities. Interestingly enough, SSAA in OpenGL is still \u201chidden\u201d, so you have to activate it the old way.<\/p>\n<p>While TrAA only affects transparent textures, SSAA affects the entire scene, and thus the two are mutually exclusive. Like ATi, nVidia renders the same scene multiple times with an offset on each sample, and then combines the samples into one. The sample patterns for SSAA are exactly the same as they are for TrAA, except the entire scene is affected instead of just alpha textures.<\/p>\n<p>nVidia\u2019s advantages over ATi include the fact that SSAA functions in DX10\/DX11, and also that the samples can be decoupled from the base MSAA level, exactly like TrAA can. Currently nVidia does not adjust the LOD bias automatically like ATi does, but you can use third party utilities to do this.<\/p>\n<p>Below is a floor from <em>Doom 3<\/em> showing the infamous shader aliasing, and you can see that 8xSSAA really cleans it up. Even 2xSSAA visibly clears up games with heavy shader aliasing and the performance is often better than 8xS, while also delivering a cleaner image overall.<\/p>\n<div id=\"attachment_21501\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Doom-3-0xSS.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-21501\" class=\"size-thumbnail wp-image-21501\" title=\"Doom 3 0xSS\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Doom-3-0xSS.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-21501\" class=\"wp-caption-text\">0xSSAA<\/p><\/div> <div id=\"attachment_21502\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Doom-3-2xSS.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-21502\" class=\"size-thumbnail wp-image-21502\" title=\"Doom 3 2xSS\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Doom-3-2xSS.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-21502\" class=\"wp-caption-text\">2xSSAA<\/p><\/div> <div id=\"attachment_21503\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Doom-3-4xSS.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-21503\" class=\"size-thumbnail wp-image-21503\" title=\"Doom 3 4xSS\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Doom-3-4xSS.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-21503\" class=\"wp-caption-text\">4xSSAA<\/p><\/div>\n<div id=\"attachment_21504\" style=\"width: 160px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Doom-3-8xSS.png\" target=\"_blank\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-21504\" class=\"size-thumbnail wp-image-21504\" title=\"Doom 3 8xSS\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Doom-3-8xSS.png?resize=150%2C150\" alt=\"\" data-recalc-dims=\"1\" \/><\/a><p id=\"caption-attachment-21504\" class=\"wp-caption-text\">8xSSAA<\/p><\/div>\n<p><\/br><br \/><\/br><br \/><\/br><br \/><\/br><br \/><\/br><br \/><\/br><br \/><\/br><br \/><\/br><br \/><\/br><br \/><\/br><\/p>\n<p>The 8000\/9000\/200 series now supports SSAA too, but only in DX9 and OpenGL.<\/p>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--pagetitle:1680x1050--><!--nextpage--><strong><span style=\"color: #99ccff;\"><span style=\"text-decoration: underline;\">1680&#215;1050<\/span><\/span><\/strong><\/p>\n<p style=\"text-align: center;\"><a href=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Graph-1680.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-21507\" title=\"Graph 1680\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Graph-1680.png?resize=451%2C550\" alt=\"\" srcset=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Graph-1680.png?resize=451%2C550 451w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Graph-1680-245x300.png 245w\" sizes=\"auto, (max-width: 451px) 100vw, 451px\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<p>This page tests regular MSAA against full-scene SSAA at identical levels in DX10\/DX11 titles, and TrAA is disabled.<\/p>\n<p>You can see 2xSSAA is a bit slower than 8xMSAA, but it could still be quite usable in these games at 1680&#215;1050 depending on your tastes. Newer games like these have the most shader aliasing, so super-sampling really helps their image quality.<\/p>\n<p>I was unable to test 8x levels in <em>Aliens vs Predator 3<\/em> because nVidia\u2019s <span style=\"color: #99ccff;\">enhance<\/span> function doesn\u2019t currently work in DX10\/DX11 titles.<\/p>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--pagetitle:2560x1600--><!--nextpage--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">2560&#215;1600<\/span><\/strong><\/span><\/p>\n<p style=\"text-align: center;\"><a href=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Graph-2560.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-21508\" title=\"Graph 2560\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Graph-2560.png?resize=452%2C764\" alt=\"\" srcset=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Graph-2560.png?resize=452%2C764 452w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Graph-2560-177x300.png 177w\" sizes=\"auto, (max-width: 452px) 100vw, 452px\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<p>This page tests MSAA, CSAA, SSAA and the combined modes (xS) in a pair of recent DX9 titles. 32xS wasn\u2019t tested because it was impractical to benchmark due to performance reasons. Once again, TrAA was disabled.<\/p>\n<p>You can see that coverage samples are very cheap, so 32x is hardly slower than 16xQ. If you have enough performance for 16xQ, you may as well go straight to 32x instead. Also 2xSSAA could be playable here depending on your tastes, and you could even use 8xS if you prefer a stronger edge component.<\/p>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n<p><!--pagetitle:Conclusion--><!--nextpage--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Conclusion<\/span><\/strong><\/span><\/p>\n<p>With the introduction of super-sampling and the decoupling of multi-sampling, the GeForce 400 series opens the door to a tremendous amount of anti-aliasing combinations. As always, some judicious experimentation will go a long way to discover the best balance of performance and image quality for a given game.<\/p>\n<p><strong><\/strong><\/p>\n<blockquote>\n<p>Please join us in our <a href=\"http:\/\/alienbabeltech.com\/abt\/index.php\" target=\"_blank\">Forums<\/a><\/p>\n<p>Follow us on <a href=\"http:\/\/twitter.com\/alienbabeltech\" onclick=\"_gaq.push(['_trackEvent', 'outbound-article', 'http:\/\/twitter.com\/alienbabeltech', 'Twitter']);\" target=\"_blank\">Twitter<\/a><\/p>\n<p>For the latest updates from ABT, please <a href=\"http:\/\/alienbabeltech.com\/main\/?feed=rss2\" target=\"_blank\">join our RSS News Feed<\/a><\/p>\n<p>Join our Distributed Computing teams<\/p>\n<ul>\n<li>Folding@Home &#8211; Team AlienBabelTech &#8211; 164304 <\/li>\n<li>SETI@Home &#8211; Team AlienBabelTech &#8211; 138705 <\/li>\n<li><a href=\"http:\/\/www.worldcommunitygrid.org\/reg\/viewRegister.do?teamID=3P39R3SRV1\" onclick=\"_gaq.push(['_trackEvent', 'outbound-article', 'http:\/\/www.worldcommunitygrid.org\/reg\/viewRegister.do?teamID=3P39R3SRV1', 'World Community Grid &#8211; Team AlienBabelTech']);\" target=\"_blank\">World Community Grid &#8211; Team AlienBabelTech<\/a><\/li>\n<\/ul>\n<\/blockquote>\n<p align=\"center\"><script type=\"text\/javascript\"><!--\ngoogle_ad_client = \"pub-7021221536180758\";\n\/* 468x60, created 11\/11\/09 *\/\ngoogle_ad_slot = \"1949837292\";\ngoogle_ad_width = 468;\ngoogle_ad_height = 60;\n\/\/-->\n<\/script><br \/>\n<script type=\"text\/javascript\"\nsrc=\"http:\/\/pagead2.googlesyndication.com\/pagead\/show_ads.js\">\n<\/script><\/p>\n","protected":false},"excerpt":{"rendered":"<p><a href=\"http:\/\/alienbabeltech.com\/main\/?p=21497\"><img decoding=\"async\" align=top title=\"Author: BFG10K\" src=\"http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2010\/10\/Article-Image1.png\"\/><\/a><\/p>\n","protected":false},"author":5,"featured_media":21512,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2533,7814,7],"tags":[4241,4238,3171,258,4237,4240,3469,275,4239],"class_list":["post-21497","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-abt-news","category-articles","category-technology","tag-coverage-sampling","tag-csaa","tag-gtx480","tag-image-quality","tag-msaa","tag-multi-sampling","tag-ssaa","tag-super-sampling","tag-xs"],"_links":{"self":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/posts\/21497","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/comments?post=21497"}],"version-history":[{"count":0,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/posts\/21497\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/media\/21512"}],"wp:attachment":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/media?parent=21497"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/categories?post=21497"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/tags?post=21497"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}