Beyond3D heeft het tweede deel van hun 'T-Buffer Investigated' artikel gepost, met errug diepe info over de mogelijkheden van de T-Buffer technolgie (motion blur, anti-aliasing en meer van dat soort zaligheden) die 3dfx in de Voodoo5 zal toepassen. Hier een sampletje over anti-aliasing:
Well, 3dfx is planning on giving the user the option to decide which setting to use and this will be used a on per-game basis. A lot also depends on if a game is fill-rate of CPU limited. If you're playing something like Falcon 4.0, you might be just fine rendering 4 sub-samples on a 2-chip board because you're so CPU limited, where as if you were playing Quake III, you might not want to use any anti-aliasing at all. It is really a personal choice that each user will make. What frame-rate is fast enough for a given game for you? If you demand the absolute highest frame-rate, you won't use any AA at all, where as if you're fine in the 40-50 fps area, you might use 4X AA on a 4-chip board. Again, it is a very personal choice.