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System Name | Hotbox |
---|---|
Processor | AMD Ryzen 7 5800X, 110/95/110, PBO +150Mhz, CO -7,-7,-20(x6), |
Motherboard | ASRock Phantom Gaming B550 ITX/ax |
Cooling | LOBO + Laing DDC 1T Plus PWM + Corsair XR5 280mm + 2x Arctic P14 |
Memory | 32GB G.Skill FlareX 3200c14 @3800c15 |
Video Card(s) | PowerColor Radeon 6900XT Liquid Devil Ultimate, UC@2250MHz max @~200W |
Storage | 2TB Adata SX8200 Pro |
Display(s) | Dell U2711 main, AOC 24P2C secondary |
Case | SSUPD Meshlicious |
Audio Device(s) | Optoma Nuforce μDAC 3 |
Power Supply | Corsair SF750 Platinum |
Mouse | Logitech G603 |
Keyboard | Keychron K3/Cooler Master MasterKeys Pro M w/DSA profile caps |
Software | Windows 10 Pro |
As usual, your posts are needlessly technical gibberish that generally don't relate to the topic. "point scale"? "textural quality"? "sampling distribution"? I'm talking about being able to compare two things with the same metric. For gaming performance, that generally means the same game, at the same resolution, at the same settings, with the same driver and as few background applications as possible. What you are talking about has no relevance to this whatsoever.You know, doing things at point scale is a driver choice which OGSSAA is akin to. You might enjoy the greater textural quality, however the method is not without its disclaimer: ordered sampling introduces its grid pattern into the sampling distribution. So, it skews the sampling distribution rather than filtering it. RGSSAA provides more(root^2) multisample antialiasing at xy axis, in relation to diagonal antialiasing(-root^2).
All things said, it is not without cause; antialiasing is for filtering, not sampling aliases.
So, these aren't just preferential differences why the fraction is not set to be divisible.