Anti-Aliasing Analysis, Part 1: Settings And Surprises

Coverage Sampling Modes: Nvidia’s CSAA And AMD’s EQAA

With the GeForce 8 series, Nvidia introduced a new technique it called coverage sampling anti-aliasing (CSAA). Essentially, CSAA is traditional MSAA with extra coverage samples added. Coverage samples test to see whether a polygon is present at the location of the sample, and these can be used to weight the calculation when determining the final color of the pixel. Because coverage samples are relatively easy for the hardware to gather, the result can be an increase in quality that requires a relatively small performance overhead compared to MSAA samples. Unfortunately, the value of coverage samples depends on the makeup of the individual pixel, so the resulting increase in quality ranges from some to none at all.

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Don Woligroski was a former senior hardware editor for Tom's Hardware. He has covered a wide range of PC hardware topics, including CPUs, GPUs, system building, and emerging technologies.

  • atikkur
    PERTAMAX gan. .
    Reply
  • burnley14
    Awesome article. I am unfortunately not one of the elite few who know all the ins and outs of graphics performance, so this was very enlightening for me.
    Reply
  • dragonsqrrl
    Great article, very informative. I've never really used forced anti-aliasing through the driver, and from what I've read it doesn't really sound like a good idea anyway, given the fact that most modern games provide adequate AA levels through in-game settings (these are usually better optimized as well). Seems like forced driver level AA is pretty hit-or-miss. With a few rare exceptions it just doesn't seem like it's worth the effort.

    ...went to the link for Tom's Geforce3 article. The good old Geforce3, now that takes me back.
    Reply
  • tallguy1618
    This is definitely one of the better articles I've read
    Reply
  • what are you talking about?
    we can still force Supersampling
    as of 266.58 on Nvidia cards
    Reply
  • army_ant7
    Why does it say here, http://www.geforce.com/#/Optimize/Guides/AA-AF-guide (go to the next page of this article), that it internally renders the frame at a resolution 4 times greater? But according to the 2nd page of this article, it says that at x4 AA it only internally renders a frame at a resolution 2 times greater.
    Reply
  • JimmiG
    Great article, but this is really something Nvidia and AMD will have to fix together with game developers...

    The settings I select in the driver control panel should apply without me having to worry about coverage samples, multi samples, DirectX versions or the alignment of the planets. It should just work.

    Similarly, any self-respecting game made in the last 6-8 years should have proper anti-aliasing options in its in-game menu. Not just an On/Off switch, but the full range of AA settings available with the video card being used.
    Reply
  • BulkZerker
    MrBonkBonkwhat are you talking about?we can still force Supersampling as of 266.58 on Nvidia cards

    IF the game lets it! Drivers trying to force AA doens't mean the game will allow it. If the game doesnt' support it your not goting to get tehy type of AA.

    Either way this AA fragmentation is almost as bad as all these custom versions of Driod.
    Reply
  • Assmar
    Maybe I'm wrong, but no Batman or Mass Effect 2 forced AA settings?
    Reply
  • heycarnut
    @army_ant7:

    Nvidia article is wrong, or at the very least semantically sloppy.

    4X samples generally means doubling of resolution for both axes. 4*(x*y)==(2*x)*(2*y).
    Reply