http://bugs.winehq.org/show_bug.cgi?id=25117
Alexey Loukianov mooroon2@mail.ru changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |mooroon2@mail.ru
--- Comment #5 from Alexey Loukianov mooroon2@mail.ru 2011-09-11 05:25:12 CDT --- 1. Stock Wine prefix configuration prior to 1.3.27 had multisampling support disabled due to incompatibilities between Wine's MSAA implementation and rendering paths of modern apps (rendering into textures instead of backbuffer, e.t.c.). It was possible to enable MSAA support through registry setting (or simply by using "winetricks multisampling=enabled" in you've got winetricks installed), but one should expect rendering errors with some shaders, shadows, e.t.c. Some of this problems can be fixed using backbuffer as targer for offscreen rendering (winetricks orm=backbuffer) instead of framebuffer objects, but this would broke a number of other things (huge slowdowns when some shaders being used, effects rendered upside-down due to a bug #25150 in Wine versions from 1.3.4 up to 1.3.27) and for AA to work one would have to not only enable it in game menu but also force it from driver control panel. Also it might be required to play with enabling/disabling GLSL support as results may vary from app to app and between different Wine versions ("winetricks glsl=enabled" or "winetricks glsl=disabled").
2. In Wine 1.3.27 there was a new multisampling implementation introduced and multisampling support had been turned on by default. In case you're using same WINEPREFIX you were using with earlier Wine versions it might be required to reset settings to reasonable values in order to benefit from new code: "winetricks glsl=enabled orm=fbo miltisampling=enabled".
3. Low performance in "King`s Bounty: The Legend" had been caused by other reasons (see bug #22528 and bug #22478) that had been fixed as of Wine 1.3.27. Unigine problems with AA under OpenGL on nVIDIA HW are known to be Unigine engine render path specific and have very little chance to also hit Wine (Wine's render path for emulation of Direct3D 9 is much more simpler than Unigine render path utilizing advanced features like global illumination and hw tessellation).
To the bottom line: I believe that this bug should be CLOSED FIXED as it had been really fixed by Wine 1.3.27. IMO all the problems with Direct3D multisampling under Wine should be reported as separate bugs after testing under fresh Wine version (1.3.28+).