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Old August 23rd, 2007   #1 (permalink)
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MSAA anti-aliasing support is only enabled on DirectX 10...UE3 oh dear!

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Q. Does Unreal Tournament 3 support HDR rendering with Anti-aliasing?

A. Yes, on Windows Vista. On all PC platforms, we support running with 16-bit-per-component frame buffer (64 bits total). MSAA anti-aliasing support is only enabled on DirectX 10, because the deferred rendering techniques used by the engine require some capabilities not included in DirectX 9.
Bleh, and thats the only "imposed" DX10 feature in the entire game, as DX10 is only being used as a means to speed up the game under vista due to "better memory handling".....yeesh.
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Old August 23rd, 2007   #2 (permalink)
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dx10 is useful... for bragging rights
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Old August 23rd, 2007   #3 (permalink)
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Ah touché, suppose I've got to use this 8800 of mine for DX10 at some point, but it's just not worth it sofar
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Old August 24th, 2007   #4 (permalink)
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[sarcasm]

This just in: "MSAA enabled only on GPUs that cost 342 US dollars or higher. If you just bought one for 317 dollars, you've been screwed, you need to get a costlier one, to "guarantee performance with MSAA"

[/sarcasm]
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Old August 24th, 2007   #5 (permalink)
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lol I bet they'll say next that you can only produce effects like in Halo 2 with DX10... or... wait a minute, they already did, didn't they?
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Old August 24th, 2007   #6 (permalink)
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I think plenty of people in DX10 would rather leave AA off to compensate for the loss in framerate compared to DX9. Especially when games will start to push the current DX10 cards with the current trend of >20" monitors.
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Old August 24th, 2007   #7 (permalink)
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Well, or it could be a good chance for nVidia to advertise the GeForce 9 series.
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Old August 24th, 2007   #8 (permalink)
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If they have problems with particular effects for driver-based AA,they still could make the "drawing on a 4x screen-size render target",and then resize it.Sure its slower,but old video cards did that,don't they?
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Old August 24th, 2007   #9 (permalink)
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Quote:
Originally Posted by WinterHell View Post
If they have problems with particular effects for driver-based AA,they still could make the "drawing on a 4x screen-size render target",and then resize it.Sure its slower,but old video cards did that,don't they?
Technically, it might be possible, but practically it's just not going to work because you will end up with a game not being playable because of the low FPS. Perhaps only the dual highend DX9 systems would be able to pull it off, such as a Crossfire X1950XTX, but I doubt it.

I think that rendering a 1280*1024 image at 5120*4096 is a bit too much when you have per pixel lighting. Also, adding HDR, and running at max texture quality would most likely eat 512mb VRAM for breakfast, let alone 256.
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Old August 25th, 2007   #10 (permalink)
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Quote:
Originally Posted by Cid Highwind View Post
I think plenty of people in DX10 would rather leave AA off to compensate for the loss in framerate compared to DX9. Especially when games will start to push the current DX10 cards with the current trend of >20" monitors.
I would just run the game in dx9 mode (if available) if it'd be slow....
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