Sorry, I accidentally hit the reply button before finishing my post. I was under the impression that vidéo games for example explicitly allow to set the AA settings, with a default setting which usually is automatically depending on the hardware detected by the video game. Maybe it is possible to override them using the driver configuration, but I doubt many people do it.
As for WebGL, and also 3D games on iOS or Android, the problem is usually that these platforms have much less memory available than a desktop or laptop. And there are limitations to how using their available memory. See this post for example, I think it's interesting: http://www.bethblog.com/2010/10/29/john-carmack-discusses-rage-on-iphoneipadipod-touch/ Hervé 2013/7/20 John C. Turnbull <ozem...@ozemail.com.au> > There has been recent discussion here regarding the 3D antialiasing options > in JavaFX 8. > > > > For mine, there needs to be a way to specify both the *type* of AA (MSAA, > FSAA etc.) and also the *magnitude* (2x, 4x etc.). There also needs to be > a > way for the application to determine the range of settings available on the > GPU so that it can select the particular options it wants (perhaps via user > input). > > > > Given this, I have some additional comments. > > > > First, there seems to be 2 main approaches to applying AA to 3D scenes. > The > first is what I am personally accustomed to in work I have done with > OpenGL. > With this approach you pretty much write directly to the primary buffer and > thus allow the AA settings to be overridden by the driver configuration. > For example, on my Windows 7 machine which sports a high-end NVIDIA GPU, I > can go into the NVIDIA Control Panel and then fiddle with all manner of AA > and other 3D settings. I can choose anything from 2x to 32x with various > combinations of MS, SS and CS. The results of this tinkering are > immediately obvious and range from high-performance chunky graphics to > super-smooth graphics with very low frame rates. The point is that I the > user have full control over how the graphics are rendered and I get to > choose between performance and quality or a bit of both. > > > > The other approach is where the scene or sub-scene is rendered into an > off-screen buffer. When the buffer is created, the AA settings (such as > the > number of samples) are specified and this/these buffer(s) can then be > blasted onto the screen later. Here it is the developer who has full > control over the AA settings as with this approach the end user is unable > to > override these settings in their GPU driver's "control panel". > > > > Which of these approaches will be taken with JavaFX 8 3D? I am guessing > it's the second approach or a combination of both approaches. > > > > I am especially curious because I have noticed some unusual things about 3D > on some platforms. > > > > For example, on my iPhone I can play 3D games and they seem to perform very > well. What's really interesting to me is that the quality of the 3D > graphics is absolutely outstanding with barely a jaggie to be seen. I > think > someone mentioned in the previous thread on JavaFX 3D and AA that only > levels of 2X MSAA were possible on most phones but if this is the case then > how do they get the graphics to be rendered with such high quality? I > doubt > it's all about the retina display as I have seen equally smooth graphics on > some Android phones which do not have such high resolution screens. > > > > Similarly, I find that the 3D graphics rendered via WebGL (on all > platforms) > are also of a very high quality with seemingly no negative impact on > performance. In fact, on my Windows 7 machine I am unable to achieve the > same level of quality in my own OpenGL applications even when the highest > quality settings are configured in the NVIDIA Control Panel as is achieved > in many WebGL games on the same machine. > > > > With both the iPhone and WebGL I find that tuning the settings in the > Control Panel has absolutely no effect on the quality of the rendered > graphics so I am very curious to know just how they can achieve the high > quality rendering and also if JavaFX can somehow "tap into" these > techniques > as well. > > > > Could someone from the JavaFX 3D team please comment on these observations? > > > > Thanks, > > > > -jct > >