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SvennoJ said:

Interesting read but what does this mean "Memory footprint is 2x the size of the backbuffer on Xbox 360" How big is 'the backbuffer'

They measured by taking screenshots and running their GPU implementation on the 360. I imagine that the results will be a little higher when the GPU is also used by the game. Code needs time to get swapped in and out as well.

How does it hold up in complex scenes. It reads like the time it takes is partly determined by the number of edges that need smoothing.

"Anti-aliasing quality can be dynamically adjusted on the fly, depending on the available resources at each frame" Games are going to be like HD on cable, beautiful when things go slow, messy when the action heats up. (well a lot already are like that)


The back buffer memory footprint is the resolution multiplied by the number of bits per pixel, by the number of buffers (two if double buffer, three if triple buffer) and by the number of AA samples. This means that this method has approximately the same memory footprint than 2x MSAA. This is if you don't use several different surfaces where you make intermediate rendering passes, and then compose the image, which is what most modern graphics engines do. In this case, you have to sum the different buffers (each can have different bits per pixel, resolution and number of AA samples) memory footprint.