What's Transparency AA?

Transparency AA is NVIDIA's method of applying AA to transparent textures. Because MSAA only looks at one texture sample per pixel per polygon where more than one polygon slices a pixel area, it is not able to smooth jagged edges in transparent textures. In order to combat this, NVIDIA applies supersample AA to transparent textures. Their multisample transparency AA really doesn't do much for visual quality, so we will be ignoring it today. It only allows multisample through transparent texture areas and not of the texture itself.

Supersample AA performs a texture lookup at each sub-pixel to determine how much of the pixel falls on a transparent area of the texture and how much falls on an opaque area. The analog in ATI hardware is called Adaptive AA, which does basically the same thing. This generally has a very large performance impact for 3D scenes with many transparent textures (fence, bushes, leaves, and the like).

All screenshots on this page are 400% zooms of the highlighted portion of the following Half Life 2 screenshot:

Here's a look at Half-Life 2 with and without Transparency AA. We can clearly see how the leaves of the trees get smoothed out and look much better.



G80 No Transparency G80 Transparency AA

Hold mouse over links to see Image Quality

When comparing G70, G80, and R580, we have to remember that for NVIDIA hardware we've disabled gamma correct AA. It isn't possible to do this on ATI hardware, and thus we have a comparison of gamma correct AA on transparent textures as well.



G70 4X No Gamma G80 4X No Gamma ATI 4X Gamma

Hold mouse over links to see Image Quality

G70 and G80 don't look that different, but the R580 creates a kind of mushy look around the trees. This is another side effect of gamma correct AA and its potential negative impact on image quality. Worse examples include wire mesh or fences built with transparent textures: gamma correct AA can end up making parts of a fence disappear. Ideally, if we could apply gamma correct AA to high contrast edges and disable it for everything else, we'd see an image quality improvement. But the downsides just keep piling up with thin lines and transparent textures causing problems for gamma correction.

While transparency AA does enhance image quality a good deal, we do need to consider the performance impact. We'll revisit our antialiasing scaling graph from our CSAA page with Transparency and Adaptive AA enabled.

With G80, we see great performance at high resolution with high levels of AA while Transparency AA is enabled. With this level of performance, as long as R600 is able to keep up, we would love to check the Transparency AA check box every time we test with AA. For now, the performance degradation in R580 is just too high to justify at resolutions over 1600x1200 in most cases. An increase in resolution to a comparable performance level will net a higher gain in image quality.

What's Gamma Correct AA? Texture Filtering Image Quality
Comments Locked

111 Comments

View All Comments

  • dwalton - Thursday, November 9, 2006 - link

    When using older cards sacrificing IQ for performance is typically acceptable. Who needs AA when running F.E.A.R on a 9700 Pro.

    However, on a just launched high-end card, why would anyone feel the need to sacrifice IQ for performance? Some may say resolution over AA, but I find it hard to believe that there is a lot of gaming enthusiasts with deep pockets, who play with insane resolutions yet no AA.
  • JarredWalton - Thursday, November 9, 2006 - link

    If I look for jaggies, I see them. On most games, however, they don't bother me much at all. Running at native resolution on LCDs or at a really high resolution on CRTs, I'd take that over a lower res with 4xAA. If you have the power to enable 4xAA, great, but I'm certainly not one to suggest it's required. I'd rather be able to enable vsync without a massive performance hit (i.e. stay above 60 FPS) than worry about jaggies. Personal preference.
  • munim - Wednesday, November 8, 2006 - link

    "With the latest 1.09 patch, F.E.A.R. has gained multi-core support,"

    Where is this?
  • JarredWalton - Wednesday, November 8, 2006 - link

    I wrote that, but it may be incorrect. I'm trying to get in contact with Gary to find out if I'm just being delusional about Quad Core support. Maybe it's NDA still? Hmmm.... nothing to see here!
  • JarredWalton - Wednesday, November 8, 2006 - link

    Okay, it's the 1.08 patch, and that is what was tested. Since we didn't use a quad core CPU I don't know if it will actually help or not -- something to look at in the future.
  • Nelsieus - Wednesday, November 8, 2006 - link

    I haven't even finished reading it yet, but so far, this is the most comprehensive, in-depth review I've seen on G80 and I just wanted to mention that beforehand.

    :)
  • GhandiInstinct - Wednesday, November 8, 2006 - link

    What upcoming games will be the first to be fully made on DX10 structure? And does the G80 have full support of DX10?
  • timmiser - Thursday, November 9, 2006 - link

    Microsoft Flight Simulator X will be DX10 compliant via a planned patch once Vista comes out.
  • JarredWalton - Wednesday, November 8, 2006 - link

    All DX10 hardware will be full DX10 (see pages 2-4). As for games that will be DX10 ready, Halo 2 for Vista will be for sure. Beyond that... I don't know for sure. As we've explained a bit, DX10 will require Vista, so anything launching before Vista will likely not be DX10 compliant.
  • shabby - Wednesday, November 8, 2006 - link

    They're re-doing a dx8 game in dx10? You gotta be kidding me, whats the point? You cant polish a turd.

Log in

Don't have an account? Sign up now