Originally posted by: apoppin
so no DS + AA?
--until DX10
did he mention workarounds?
.. i guess i haven't been keeping up with Unreal
well, R6:V is DX9 & UE3, and it appears the 159 drivers allow use of AA - at a very high cost in performance.
supposedly DX10 will allow for other methods not as expensive, but that remains to be seen.
at any rate, i didn't say he said anything about AA; you asked if we were
sure UE3 used deferred shading (actually that's not really an accurate term; deferred rendering would be better as it applies to multiple techniques); i just replied TS had stated UE3 uses deferred rendering for shadows (not sure for what, if anything else.
websearch i ran across this @ motherboards.org:
"The High Level Shading Language of DirectX 10 has a few new features as well support for constant buffers, view constructs, Integer and Bitwise instructions, and the switch statement. DirectX 10 also adds support for Transparency anti-aliasing, shadow map filtering
and using MSAA (Multi-Sample Anti-aliasing) in deferred graphics engines. The Geometry Shader is a shader that allows the graphics card to create geometry effects. Effects like stencil shadows, dynamic cube maps, and displacement mapping which in previous hardware relied on the CPU or on multi-pass rendering can be done faster with the Geometry Shader. Two new features, vertex amplification and vertex minimization are introduced. Vertex amplification allows the Geometry Shader to output 1024 vertices for every vertex fed into it. Vertex minimization outputs a lower number of vertices than input into it."
again, not sure how well it does it; just that it does.
EDIT: can you give some links to Sweeny on DS in U3 ?
... i can't find anything
and finding info here is ... i gave up
http://www.unrealtechnology.com/html/technology/ue30.shtml
heh.. i have no clue where i read it... might have been on nvnews.. if i get some time later i'll see if i can find it....
EDIT here's one