AA on SC:PT Demo

Killa|3yte

2[H]4U
Joined
Dec 22, 2002
Messages
2,266
I can't get AA to work in SC:pT Demo with system in sig :mad: :mad: I believe this is an intentional restriction; anyone know any hacks, I don't care if the light shines through, but jaggies is NOT an option :mad:

even 1280x1024 on a 17" monitor was jaggy :(
 
well AA never worked in the first splinter cell, so its probably the same deal with pt....of course in the first one you could turn it on in your video card options and it would use aa and you'd just have lights shining through walls and stuff, if you've tried that then i have nothing else for ya
 
What is the deal with some of these games coming out that don't support AA or do support it but AA doesnt work.:mad: :rolleyes:
 
a lot of effects disrupt the use of aa, for example, Halo doesn't render to backbuffer, it renders to texture, invalidating aa. LOMAC's blur effect is done in a somewhat similar fashion, creating incompatabilities with AA. HL2 was originally going to have to forgo AA because of the shaders and light effects they were using, but then they found a way to make it work. Unfortunately the breaking of AA in games is going to become more and more common until the hardware changes to match the software.
 
also in NFSU when you have motion blur enabled AA doesnt work (if im remembering right).
 
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