Quote:
Originally Posted by SharpeXB
(I could be totally wrong) but aa works by detecting edges within the 3D program, therefore trying to add it afterwards like with SweetFX won't really work.
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Modern games use deffered shading, what means that geometry rendering and lightning are decoupled. This allows complex lightning (and gives other benefits) for lesser performance hit, however it also has disadvantages. One of them is problematic use of hardware AA, because of mentioned decoupling (geometry stage is to early for AA, and lightning one is too late). There are the ways to accomplish it (especially with newer hardware and DX versions), but it is not the mater of "on/off" like it used to be with older games, it requires careful design of graphics engine. The only quick "on/off" type solution is doing AA via postprocessing (running edge detection on final image and etc.), which is becoming common choice for most modern games, which uses deffered shading.