I have discovered the same “problem” in my own shadowmap-demo some time ago (also posted it here).It runs awfully slow when turning on FSAA if you use simple Render-To-Texture.
Change your application to use PBuffers instead of simple Render-To-Texture, and you should get better performance.
Just so people know, using Catylyst 3.2 in display properties, I set the Anti-Aliasing to ‘Application Preference’ (which for my application disables FSAA), and now get 900fps.
Sorry for digging this topic up, but as it seems, ATI have fixed this problem with their latest Catalyst 3.7!
I just tested it with my own shadowmap-demo, that now runs with active 4xAA at about 80fps, whereas the same AA-setting under Catalyst 3.6 would cause it to crawl down to about 3-4fps!
Originally posted by PanzerSchreck: Sorry for digging this topic up, but as it seems, ATI have fixed this problem with their latest Catalyst 3.7!
I just tested it with my own shadowmap-demo, that now runs with active 4xAA at about 80fps, whereas the same AA-setting under Catalyst 3.6 would cause it to crawl down to about 3-4fps!
This may be the same “UT2k3 character shadows with AA” thing that has been mentioned in the 3.7 release notes