Well we threw around the big words and acronyms pretty well in this thread...
I knew what SuperSampling was, I knew MultiSampling was better than SuperSampling... but not how Multisampling gets the results... don't really care though either...
Don't know who does what, and still don't [as far as nV and ATi]...
I did find out that the P does help shimmering, but the evidence is "you have to see it"
which is true, once we see it, we know it solves this, but some just like the reassurance of it being explained Before the purchase an expensive peice of equipment... I know I'm difficult...
So really I see it as we must define what the problem the FAA takes care of.. [1]the "Shimmering" which is the Alaising on the horizon and/or [2] the Texture shifting as I like to call as 2 textures go front to back fighting for the same position on a "Tiled" scene, the most common terrain format used in Flight Sims...
So, FAA as done with the P, will take care of the Alaising in the horizon, because it aliases the edges by its purpose...
But [and here is a Q] Does this also mean it will stop texture swimming? or what-ever you wanna call it today...
Craig
I knew what SuperSampling was, I knew MultiSampling was better than SuperSampling... but not how Multisampling gets the results... don't really care though either...
Don't know who does what, and still don't [as far as nV and ATi]...
I did find out that the P does help shimmering, but the evidence is "you have to see it"
which is true, once we see it, we know it solves this, but some just like the reassurance of it being explained Before the purchase an expensive peice of equipment... I know I'm difficult...
So really I see it as we must define what the problem the FAA takes care of.. [1]the "Shimmering" which is the Alaising on the horizon and/or [2] the Texture shifting as I like to call as 2 textures go front to back fighting for the same position on a "Tiled" scene, the most common terrain format used in Flight Sims...
So, FAA as done with the P, will take care of the Alaising in the horizon, because it aliases the edges by its purpose...
But [and here is a Q] Does this also mean it will stop texture swimming? or what-ever you wanna call it today...
Craig
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