Quote Originally Posted by trinibwoy View Post
It's regular hardware accelerated AA.
Are you sure on that? What I've read is that it's custom AA that is more optimized to the game and that don't apply to every object on the screen, but it's the same. What I mean is: is just standard code. It should run, and it does, indeed. It's disabled on purpose.

An API just asks the hardware and driver to do something. There's no guarantee at all that it does it properly. If what you said was true there would never be bugs in games that only affect one vendor's hardware.
Just the same that every other piece of their code. Why they didn't disabled all shaders? Heck, why they didn't disabled rendering calls with Direct3D? There's no guaranty that the hw can do it, but it is assumed it does.

I have said it before: yes, you can have unexpected behaviour because of bugs (on your side or on hw side). And I can understand disabling something if proven buggy as a shoddy solution. But when proven working right?

It's not disabling it if you wouldn't have gotten it in the first place. What you're saying is that adding it for Nvidia but not adding it for ATi is the same as disabling. That's obviously incorrect.
No, Trinibwoy, no. Don't play with words. You doesn't need to "enable it" for every platform, one by one. You know perfectly that standard code written over an standard API, don't need any kind of specific instructions to be enabled for each platform/HW piece.

On the contrary, you need specific instructions to make it run only on certain hw (which is the same than no allowing it to run on other hardware).

It's disabling since if you don't do anything, it works for everybody. If you leave it default, it works for everybody. You have made an additional work to don't allow it run on any other hardware. So the finality of that additional work is not to allow it to run on your hardware (enable) but impede it to run on any other hardware (disable).