No, not really. UE3 demands shader MSAA resolve because it uses a deferred rendering approach to calculate lighting, which is apparently not the most trivial thing to implement (UE3 still doesn't support anti-aliasing out-of-the-box, I believe). That's what NVIDIA wrote for Rocksteady. There's no shader, or any other code, that needs to be written for Eyefinity functionality. You don't have to touch anything for Eyefinity support. If the render can output the desired resolution, Eyefinity is supported.One could say the same thing about the implementation of Anti-Aliasing![]()
I'm only assuming that NVIDIA Surround works similarly to Eyefinity, which is a fair assumption considering that a handful of games were demoed at CES running Surround (or is it 3D Surround? I'm still way the hell confused about that).