The way I see it is that MSAA (As Huddy clearly states in his e-mail subject line) in DX10 mode should work because it's part of the damn specs of the unreal engine 3.5 (aka
UE3 DX10)
AFAIK and ARE FOR SURE PART OF DX10 SPEC. UE3 DX9 does not support AA with deferred shadows (DPR+AA...Or essentially deferred pixel/shadow HDR+AA) because of dx9 limitations (no DPR+AA in the API), but DX10 does, and UE3.5 supports DX10. Nvidia can tout their DX9 workaround that ATi doesn't have, but could support in hardware (since the X1000 series, nvidia 8000 series), that's fine and lovely. Good for them.
IN DX9 mode.
Remember the x1000 series pushing HDR+AA that nVIDIA couldn't do in the 7000 series? Yeah, that's this essentially, as the deferred shadows in UE3 (that the DX9 API can't support simultaneously with AA) are HDR. Hence why this only works on 8000 series and up nvidia hardware. Huddy knows this. ATi should be able to push AA through catalyst, just like nvidia does with their essentially built-in force work-around they've used in the past (that Huddy also mentions). Granted, if to be supported in-game, ATi should provide or help write that code...For DX9.
This game runs in DX10 mode. ATi supports DX10. DX10 will do DPR+AA. ATi should be supported. End of conversation.
Like Huddy says in his e-mail, they are likely using the DX10 codepath for AA...Why are they locked out? Because nvidia enabled AA in DX9 mode through forcing hax and built it into the game GUI? This should not transfer over to DX10. That's just BS on all fronts, any way you cut it.
This is clearly what can only be described as TWIMTBP douchebaggery of EPIC proportions, or some very strange misunderstanding on EIDOS' and Rocksteady's part. You'd think devs would know better?
Huddy is confused as to what nVIDIA did, and so am I. I am willing to bet nVIDIA did jack shat to enable AA in DX10 mode, because DX10 supports deferred rendering + AA in the effing SPEC API, where-as dx9 (and nvidia dx9 cards) does not. Nvidia did not create the dx10 spec, nor the engine's ability to support the dx10 API. Even further, why should they care if someone forces it through cat in dx9 mode? Obviously it wouldn't be supported, but to lock it out completely in both modes can only be described as a dev super fail.
Got it Eidos/Rocksteady? DX10 yes. DX9 if forced through catalyst or ATi helps with code for in-game (that could be supported back to X1000 series..although would prolly run very badly).