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Gtr evolution anti aliasion
Gtr evolution anti aliasion







gtr evolution anti aliasion
  1. #Gtr evolution anti aliasion drivers#
  2. #Gtr evolution anti aliasion full#

Here are the options NVIDIA’s FSAA offers in D3D:Ģx supersampling with MIPMaps at the native game resolutionĢx supersampling with MIPMaps at the backbuffer (higher) resolution.ģx supersampling with MIPMaps at the native game resolutionģx supersampling with MIPMaps at the backbuffer (higher) resolutionĤx supersampling with MIPMaps at the native game resolutionĤx supersampling with MIPMaps that the backbuffer (higher) resolutionįSAA in Direct3D will not work in all Direct3D games. This setting and not the other two settings. Would only allow us to enable the first setting, which renders each scene atġ.5x the screen resolution so we could only provide you with screen shots at

#Gtr evolution anti aliasion drivers#

To you, but unfortunately, the 5.16 drivers we used for our GeForce 2 GTS tests 3dfx will have you believe that their 4 sample FSAA looksīetter than all of these modes while NVIDIA will have you believe that their (3dfx or NVIDIA) you will get varying responses as to exactly what each of these * 1.5 x 480 * 1.5) and then scale it back down to 640 x 480 for displaying. (highest quality)Īt 640 x 480, the first FSAA option will render the scene at 960 x 720 (640 The three FSAA settings are asĢx screen resolution, with LOD’s (MIPMaps) at the native game resolutionĢx screen resolution with MIPMaps at the 2x resolution. NVIDIA’s FSAA can work in one of three modes (much like how 3dfx’s FSAA canīe run in either 2-sample or 4-sample mode). On the screen to naturally remove those effects. You run at, the fewer aliasing effects are present since you have more pixels

gtr evolution anti aliasion gtr evolution anti aliasion

As you already know, the higher the resolution Is actually rendered at a higher resolution and then scaled down to the desired The way supersampling works is that the scene T-buffer solution, which is essentially like an Accumulation buffer that anyĪ method called Supersampling. In hardware, but it approaches FSAA in a slightly different way than 3dfx’s

#Gtr evolution anti aliasion full#

Support Full Scene Anti-Aliasing (for more information on FSAA read our explanation









Gtr evolution anti aliasion