evolucion8
Platinum Member
- Jun 17, 2005
- 2,867
- 3
- 81
Originally posted by: BFG10K
Yes, and I'll bet I know exactly which one: the metallic walls of the red buildings where you first get the buggy? There's some pretty bad shader aliasing there that takes a lot of super-sampling to squash, even with nVidia?s AF.Originally posted by: josh6079
Although, there is one area I've seen so far that, even under those settings, still some shimmering. That said, it isn't much at all and you really have to look for it.
If you're feeling brave you can try some of the pure super-sampling modes (e.g. 3x3), though I personally avoid them due to their lacking edge strength.
This is why I advocate nVida implementing combined modes that have RGSS/SGSS with more than four samples. 4xOGSS is good, but it?s not good enough sometimes, especially with (near) horizontal & (near) vertical lines.
But shader aliasing is something that cannot be eliminated with normal anti aliasing since it only targets the z-buffer, in other words, the polygon edges. Super sampling may help a little but shader aliasing has a lot to do with the algorythm and precision used, in ATi the Narrow and Wide Tent helps greatly to reduce that kind of shader aliasing, but there are some games which it blurrs all the screen and looks terrible, like in Crysis, but in other games like Tomb Raider Legend or Half Life 2 is not noticeable at all. I'm not sure if nVidia has some kind of filter that blurrs the screen slighly like ATi does, but any nVidia user may want to clear that out for me,