Hi!
Ati introduced a new form of antialiasing of transparent textures like trees and fences. It uses multisampling, so it causes a much smaller performance hit as opposed to the supersampling adaptive AA (IIRC Nvidia has it too).
You need Catalyst 6.10 beta for this to work. Also you have to edit the registry:
Go to "HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Video" (I have no idea why there is a gap in control). There you will probably find many entries. Look in their "0000" subkey for a string which is your current driver version (should be 6.10). You may find more than one (I have four).
Now create a string named "EATM" and give it a value of "1" in each "0000" key with the correct driver entry.
For me it overrides the adaptive AA setting. I read you change the number of samples along with the normal AA setting, but I didn´t try that.
The trees get an ugly dithering-pattern in the distance. You have to change the MIP bias to "0" in order to reduce that. Also the filtered textures are blurrier when you get close to them.
Cool is that this AA type reduces the ugly borders around the trees you usually get when you increase the MIP bias. Also you get a nice performance boost by doing that. And the resulting image is much smoother. The buildings in South City display correctly and there are no coloured lines at the edge of the screen. Both issues happen when you use adaptive AA.
:ghostie:
Ati introduced a new form of antialiasing of transparent textures like trees and fences. It uses multisampling, so it causes a much smaller performance hit as opposed to the supersampling adaptive AA (IIRC Nvidia has it too).
You need Catalyst 6.10 beta for this to work. Also you have to edit the registry:
Go to "HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Video" (I have no idea why there is a gap in control). There you will probably find many entries. Look in their "0000" subkey for a string which is your current driver version (should be 6.10). You may find more than one (I have four).
Now create a string named "EATM" and give it a value of "1" in each "0000" key with the correct driver entry.
For me it overrides the adaptive AA setting. I read you change the number of samples along with the normal AA setting, but I didn´t try that.
The trees get an ugly dithering-pattern in the distance. You have to change the MIP bias to "0" in order to reduce that. Also the filtered textures are blurrier when you get close to them.
Cool is that this AA type reduces the ugly borders around the trees you usually get when you increase the MIP bias. Also you get a nice performance boost by doing that. And the resulting image is much smoother. The buildings in South City display correctly and there are no coloured lines at the edge of the screen. Both issues happen when you use adaptive AA.
:ghostie: