pa pazi, sobzirom da igra izgleda kao da je radjena u Q2 engine-u morala bi da radiSto se AA tice, suvise si kompresovo slike da bi se nesto pametno moglo reci :S: Ali nije ni bitno. U principu to dosta zavisi od engine-a na kom je igra. Recimo UE3 bazirane igre su dosta aliasovane, dok recimo fear sa druge strane nije toliko. TDU je npr. isto dosta aliasovan u poredjenju sa npr Flatout-om 2...
Dule, da nemas ti mozda HD 2600PRO?!
http://www.itsvet.com/tekst/uporedni-test-svih-ati-2600-kartica/320/
i tu sam na mislio na nVidijin Quincunx i ATI-jev Temporal AA. Znam sta/kako oni rade, ali oni zamucuju sliku i to nije "pravi" AA, isto kao sto ni AA u Stalkeru nije pravi AA isl.gx-x je napisao(la):AA ne dira teksture sem ako ne ukljucejes one posebne AA modove sto zamucuju celu sliku.
What Anti-aliasing Is
To explain this will require a little theory. (Don't worry, I'll leave the math out of it.) Converting a continuous object like a fractal or a picture into a computer image involves a process called sampling, where each point in the computer image (a pixel) is made from a sample of the original, infinitely-detailed object. This sample represents the color of the object at that precise point.
The problem is what happens when you have details in the image you're trying to sample that are smaller than the space between your samples. You can't accurately represent those details in your sampled image. As an example, let's use a checkerboard pattern. The image at right shows five different checkerboards. The largest checkerboard has squares that are 17 pixels on a side; each following checkerboard has smaller and smaller squares. The last two have squares that are just over 1 pixel, and just over half a pixel. Notice how when the squares are just bigger than one pixel, an extra "pattern" is visible, and when the squares are much smaller than a pixel, the sampling process messes up completely and the squares actually look bigger! This is known as aliasing—where elements (the small squares) with frequencies too high to be shown in the sampling grid are misrepresented instead as elements of lower frequency that can be displayed (the bigger squares you see in the last checkerboard).
Anti-aliasing is the process of eliminating the aliasing.
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