FSAA in Direct3D

Getting FSAA to work in Direct3D is a bit less complicated than getting it to work under OpenGL.

Here are the options NVIDIA’s FSAA offers in D3D:

· 1x supersampling with MIPMaps at the backbuffer (2X higher) resolution.

· 2x supersampling with MIPMaps at the native game resolution

· 2x supersampling with MIPMaps at the backbuffer (higher) resolution.

· 2x supersampling with MIPMaps at the backbuffer (higher) resolution & special filtering algorithm

· 3x supersampling with MIPMaps at the native game resolution

· 3x supersampling with MIPMaps at the backbuffer (higher) resolution

· 4x supersampling with MIPMaps at the native game resolution

· 4x supersampling with MIPMaps at the backbuffer (higher) resolution

The above settings can be activated using the slider pictured below which is a part of NVIDIA's Detonator control panel. This slider has been with us for a few driver revisions now so it's nothing too special.

FSAA Performance in OpenGL FSAA Image Quality in Direct3D
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