Good explanations above, to which I will add:
1) If game has AA settings in the game, use that and leave the AA setting in NVCP to 'Let Application Decide'. If it DOESN'T you can try 'forcing' AA in the NVCP for that game (best to use the gaming profile for that game rather than the global settings), but be aware that this method is a crapshoot, and often is ineffective.
2) There is an additional type of AA available through NVCP, called 'Transparency AA'. There's various levels of it in the dropdown, and as you go down the list they get better in terms of image quality produced, but they also get more demanding.
Transparency AA (often noted as TRAA or TRSSAA, for SuperSampling) is basically a 'brute force' method of AA that circumvents most of the optimizations used by the 'regular' AA methods, and basically just anti-aliases EVERYTHING in the scene regardless of size, distance from the player, and it disregards whether or not textures are 'alpha' (primary) textures, etc.
When TRAA works (again, it doesn't always work) it works really nicely in terms of IQ, but as I say, it's HIGHLY demanding. You will probably only want to use it on games where your FPS is REALLY high to begin with, as it can easily half your framerate in one fell swoop.
The reason it's called transparency AA is because the most obvious/prominent place you can notice it on is textures like chain-link or barb-wire fences. These are 'transparent', non-alpha textures that normal AA normally ignores due to it's optimization methods.
Originally Posted by Ecchi-BANZAII!!!;13094382
Don't mix AA with AF though.
Why on earth should you not?Edited by brettjv - 4/12/11 at 2:23am