Originally posted by: BFG10K
(ATi claims that their HDR AA is orthagonal to all the other rendering the chip does
No. ATi claims all forms of AA are orthogonal to FP HDR, which is correct.
farcry, SC-CT & now Oblivion all tell a different story...)
That would be because the games aren't coded to take advantage of the two features at once.
It's a hack because support has to be specifically added, when the GPU should require no added support at all in order to use the feature.
If the game doesn't support it then the driver has to force it. This is really no different to implementing a driver path to force AF in games that don't support it themselves. If the game supports it then the force AF path is not needed.
Farcry, SC:CT & Oblivion should all have been capable of running HDR & AA without ATi so much as having to lift a finger or anyone needing to write a patch if what they claim about R5xx series is correct.
Nonsense. That the applications need to be coded support said features does not mean that the hardware support is not available.
Otherwise when GF3 came out we could have used your ridiculous reasoning and claimed that it doesn't actually have shaders because there are no games that support them. The driver should just be "forcing" shaders into games that don't have them. :roll:
Likewise using the same reasoning nVidia doesn't support HDR because I can't force it into GLQuake.
The application can ask for AA and it can ask for hdr rendering. It already knows how to ask for both in isolation. That's all it should take providing the drivers work right.
If it's not asking for both at the same time then it won't work without the driver forcing it.
If your really think otherwise then explain how to enable SSAA in Deus Ex Invisible war on nVidia cards. The application knows how to ask for AA so how come the control panel has no effect?
Likewise nVidia claims AF and AA are orthogonal so how come I can't run both in Halo? Using your ridiculous reasoning can we conclude nVidia doesn't have the hardware support to run AA and AF at the same time?
And if ATi really can't support FP16 and MSAA at the same time at the hardware level and are hacking it into the driver then surely it'll be trivial for nVidia to hack it in in the same fashion?
So how come we haven't see it yet? In a TWIMTBP title no less?
As I said before SC:CT still uses the SM2.0 path
What the hell does this have to do with anyhing? HDR is not tied to a particular shader model.
With the first bolded part of that quote, Chuck is saying what I said on the previous page
Uh no, he's not. He's saying it won't work because Oblivion using a non-standard rendering path which is why a generic force MSAA path in the driver won't work. This is no different to the likes of Halo not having AA when you try to force it through nVidia's control panel.
The second bolded bit puts the lie to 5150joker/munky's claims that FP16 HDR is already being used...
It
is being used which is why Oblivion's force MSAA path on FP16 HDR
could be applied to those other games he listed. In effect what he's saying is that he's implemented a force MSAA to FP16 HDR driver path that could force MSAA on other games using FP16 HDR, much like the old driver path can force MSAA into non-FP/non-HDR games.
Do you actually comprehend what you read or do you just spew anti-ATi propaganda at any opportunity you get?