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> Interview for Mark Overmars/Sandy Duncan, Gathering Questions...
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FoxGuy(R)
Posted: Oct 20 2008, 06:40 PM
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Another thing is an in-game or whatever option for AA (anti-aliasing) and/or FSAA (Full-scene anti-aliasing).Anti-aliasing would easily help, Mode 7 and/or 3D games cause unless the game is high resolution or designed in a excellent way they will suffer from "jaggies" and aliasing artifacts.AA/FSAA can also help 2D games by improving its graphics (depends on the design) by making it softer and possibly improves scaling and rotation of images.
FSAA is a "stronger" method of aliasing.The entire frame (in some methods)
is rendered 2x, 4x, 6x, 8x, ?x by the original image and down sampled to fit the screen (or something like that).Example is a game runs at a 640x480 resolution if FSAA is used and set to 4x the frame will be 2560x1920 and it will be down-sampled although i'm not sure if this is 100% accurate but it's close.
I think they should allow pixel and vertex shaders in GM8 and possibly the option of using DX9/10.
Also they should make palette swapping easier cause it can make certain things alot easier.

Strangely all these has to do with graphics.

This post has been edited by FoxGuy(R) on Oct 20 2008, 06:41 PM


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