I did the same search myself.
All I find is the odd claim that only supersampling is limited, but no-one has ever produced a screenie of an OpenEXR game working with AA on an Nvidia card.
That's just it. We've discussed this before and no one, not a reviewer, not even people at B3D has ever been able to explain that statement. I think some of it may come from the fact that nV mentiones MSAA and not SSAA, but no one explained how the limitation would work since the only one I've heard sofar is that nV's HDR implementation (use of OpenEXR spec) used in conjunction with MSAA runs out of memory (needs some ridiculous numbers like 2+GB), but why would that be true for MSAA and not SSAA, which to me is more memory intensive, no?
Someone supplied a screenie of AOE3 working with AA & HDR once, but the AOE3 devs specifically made a non-OpenEXR path for that to work, so it reverts to a non-OpenEXR path on Nvidia cards when AA is enabled...
Well that answers the other question I had last time (since people kept saying, no it's not hybrid, it's OpenEXR, etc.).
I'd still love to see this explored, because I'm still stumped as to why it would work for SSAA and not MSAA, unless there's something about the nV AA algo that just mucks things up, whereas the SSAA doesn't have that glitch. Also why not at lower res like 640x480?
To me it's likely to do with the design of the chips/rendering pipepline, but I'd have to revisit the diagrams to even begin thinking about it.
Anywhoo I'm outtie, gotta go get some meds for chect-cold, you know all that cold mountain air flowing through the lungs while bouncing down the mountains. But it's worth it! :twisted:
If I find anything more I'll definitely share, last time's effort seemed futile since no one seems to have any explanation for this issue.