http://www.dahlsys.com/misc/antialias/ says that FSAA is a descriptive term to describe Anti Aliasing techniques that work on the entire screen, it does not say that FSAA itself is a Anti Aliasing technique. That website also has a comparison chart at the bottom that excludes any mention of FSAA. So I stand by my vote for SSAA if that article is correct.
I don't fully agree with the website. FSAA was the first way to do real AA. Later it is was renamed as a generic term. But modern hardware allow to control the number of shader you run by fragments. So how do you call it? or you don't call it
MSAA 8X => 1 shader, 8 depths
??? 2/8X => 2 shaders, 8 depths.
??? 4/8X => 4 shaders, 8 depths.
SSAA (based on the web site) 8X => 8 shaders, 8 depths
In the end, it isn't important. If FSAA is a generic term, it also works for GSdx
You could use Nvidia's terminology of Dynamic Super Resolution.
How about Internal Rendering Resolution? You can always make the window wider. FSAA or super resolution is completely misleading because it is not what it does.
I see no reason to change it. Internal Resolution is fine to me, so I voted for that.
(01-24-2017, 05:13 PM)FlatOut Wrote: [ -> ]The issue discussing this(https://github.com/PCSX2/pcsx2/pull/803) was closed in 2015 and went with keeping Internal Resolution, so new votes won't be very relevant.
FYI, that was a closed pull request, not a closed issue.
Though regarding the topic - I personally feel
"Internal Resolution" is fine, new words will just mislead the regular users even further.