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@Selnor

Just note that:
- I'm not talking of a simple QSAA application on the final image. MSAA (including multi-Quincunx) techniques in a deferred renderer can work very differently than in a forward renderer depending on what buffer you apply them to.
- Techniques of edge blurring can indeed cause color artifacts, but the deal is not to touch textures far from edges, have a look at the rare GOWIII static pictures and tell me if you see overall texture degradation.
- And yes, SPUs can do vertex computing when it makes sense performance-wise... after all vertices are just vectors of numbers and the SPUs are general purpose processors. The Phyre engine (licensed for free by Sony and on which, for example, Flower is based) implements SPU-based tessellation.
With those notes, I'm out as well.

Edit: added the link



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