DV Hardware - bringing you the hottest news about processors, graphics cards, Intel, AMD, NVIDIA, hardware and technology!
   Home | News submit | News Archives | Reviews | Articles | Howto's | Advertise
DarkVision Hardware - Daily tech news
September 27, 2020 
Main Menu
News archives

Who's Online
There are currently 200 people online.


Latest Reviews
Ewin Racing Flash gaming chair
Arctic BioniX F120 and F140 fans
Jaybird Freedom 2 wireless sport headphones
Ewin Racing Champion gaming chair
Zowie P-TF Rough mousepad
Zowie FK mouse
BitFenix Ronin case
Ozone Rage ST headset

Follow us

ATI on AA in Ghost Recon: Advanced Warfighter

Posted on Friday, May 05 2006 @ 12:12:32 CEST by

EliteBastards talked with ATI about the possibility of using anti-aliasing in Ghost Recon: Advanced Warfighter:
The DX9 spec doesn't allow multi-sample AA when using MRTs and our hardware requires that all of the destination surfaces either have AA or not. This means that in order to get AA in G.R.A.W. we'd need to have lots of AA surfaces and perform a ton of AA resolves. The end result would be slow and require much more texture memory. It's not 100% impossible, and I'm not giving up on the possibility, but there is no playable solution right now.

So, there you have it - There is still a chance of being able to use anti-aliasing in Ghost Recon: Advanced Warfighter on ATI hardware, but seemingly only a very slim one. Our assumption was that the use of deferred shading for the game's lighting technique was the prime suspect, but it seems from ATI's own analysis is that it's the use of multiple render targets that cause the issue here.
Read on over here.



DV Hardware - Privacy statement
All logos and trademarks are property of their respective owner.
The comments are property of their posters, all the rest © 2002-2020 DM Media Group bvba