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Anti-Aliasing article revamp

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But correct me if I'm wrong.. CMAA is not forceable anywhere. Either is supported by game, or not.

Yes. As far as I know it can only be activated when it natively exists in the game, and I'm guessing that's due to the fact CMAA is proprietary Intel technology.

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AA is a can of worms. Honestly, I could come up with a lot of ideas on how to deal with this page and article. (Notes about practical upsides and downsides to different techniques that are appreciable to the user)


Especially when it comes to forcing AA on Nvidia cards (NVCP is USELESS for this!) considering i've been managing http://forums.guru3d.com/showthread.php?t=357956 this thread's list for years.

(Super Sampling DOES work in Deferred lighting/rendering/shading when forcing. Even MSAA can be forced in Deferred games. Not all, but many)

Oh, right, supersampling and hardware multisampling are actually different approaches, that makes sense! I really like the way you're splitting up the various families. MSAA working with defertred rendering, though? I'm clueless as to how it would work.

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I'd guess compatibility profiles.

It's no secret that most UE3 games that once were the symbol of "backward progress" (no MSAA) are now perfectly working.

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