Half-Life 2 AA Follow-up

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A follow-up story for those of you freaking out over this huge huge HUGE scandal with Half-Life 2 and AA support. Here's a bit from Gabe Newell of Valve Software giving even more details:

There's a different trick you can use with hardware, such as NVIDIA's, that doesn't support centroid sampling. Basically you trade off some pixel shader bandwidth to clamp the texture coordinates so that you don't sample texels outside of that polygon's lightmap sub-rect.Between these two approaches, multi-sample anti-aliasing artifacts should be a non-issue for any DX9-level hardware running Pixel Shader 2.0.

3) How will this look?
We'll release one of the demo movies with the anti-aliasing artifacts in and one with the anti-aliasing changes.

Steve Gibson is the cofounder of Shacknews.com. Originally known as sCary's Quakeholio back in 1996, Steve is now President of Gearbox Publishing after selling Shacknews to GameFly in 2009.

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