• Eisenhower
    #865
    ATI's 'Chuck' on HDR with AA in GRAW

    When the demo of Ghost Recon: Advanced Warfighter for the PC became available last week, one of the first and loudest complaints was that the game didn't allow for the use of anti-aliasing in any shape or form, leaving users with jaggies galore wherever they cared to look in the game. Thoughts immediately turned to recent developments with Elder Scrolls IV: Oblivion, and ATI's special driver that allowed for High Dynamic Range and anti-aliasing to be used in this title. The question on everybodies lips was - Could ATI pull off the same trick in Ghost Recon: Advanced Warfighter? Elite Bastards asked the mysterious driver developer known only as 'Chuck'. Here's the quote, directly from the man himself, in full:

    The rendering path in G.R.A.W is very different from most games in that it appears to make extensive use of multiple render targets (MRTs). (This is where one draw operation can write different values to different surfaces.)

    The DX9 spec doesn't allow multi-sample AA when using MRTs and our hardware requires that all of the destination surfaces either have AA or not. This means that in order to get AA in G.R.A.W. we'd need to have lots of AA surfaces and perform a ton of AA resolves. The end result would be slow and require much more texture memory. It's not 100% impossible, and I'm not giving up on the possibility, but there is no playable solution right now.

    elitebastards