Quote:
Originally Posted by FFCW_Urizen
Crysis had AA implemented but not AF  . Don´t know about Crysis 2 though, haven´t played it in a while  . To me AF is more important than AA, because i got the feeling that with TFTs, AA got more and more useless, especially with very high dpi. AF on the other hand...
|
Crysis
sorta has msaa, but not on things like vegetation. They actually used a hybrid solution where there is a post-aa effect on some things. Crysis 2 is even weirder - it uses temporal aa on far away objects, and something sorta like smaa on nearby objects. As for AF - it doesn't work with their implementation of parallax mapping, and almost everything on the ground uses parallax. I think it does work if you turn off parallax mapping though.
Quote:
Originally Posted by CWMV
So how does this company getting it wrong absolve 1C of their mistake/failure to release this part of the sim in a functioning form?
Its like accidentally running over a hooker, and then telling the cops hey its alright, my rich neighbors freezer is FULL of dead hookers, so I'm good.
Or something like that.... 
|
Because getting true AA working with a deferred rendering pipeline is very, very difficult - and some of the greatest programmers working in real time 3d haven't been able to figure out how.
But hey, maybe you can figure out how!