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There is noticeable difference but it needs further development

WC3
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Settings: E:\Games\WINGCO~2\QeffectsGL.ini
Module: WC3W.EXE
Loading "C:\Windows\system32\opengl32.dll": success
Loading functions: success
WARNING: 8x FSAA is not supported
WARNING: 6x FSAA is not supported
WARNING: 4x FSAA is not supported
WARNING: 2x FSAA is not supported
WARNING: FSAA is not supported by hardware
Using extension: GL_ARB_multitexture (8 TMU)
Using extension: GL_ARB_texture_rectangle
Using extension: GL_ARB_depth_texture
Using extension: GL_EXT_texture_edge_clamp
Using extension: GL_EXT_texture_filter_anisotropic (max 16)
Using extension: GL_ARB_framebuffer_object
Using extension: GL_ARB_shader_objects
Using extension: GL_ARB_shading_language_100
Using extension: GL_ARB_vertex_shader
Using extension: GL_ARB_fragment_shader
InitializeGL
Checking hardware caps:
Bloom effect: YES
SSAO effect: YES
Color correction: YES
Emboss: YES
DOF effect: DISABLED

WC4
======
Settings: E:\Games\WINGCO~3\QeffectsGL.ini
Module: wc4dvd.exe
Loading "C:\Windows\system32\opengl32.dll": success
Loading functions: success
Using 8x FSAA
Using extension: GL_ARB_multitexture (8 TMU)
Using extension: GL_ARB_texture_rectangle
Using extension: GL_ARB_depth_texture
Using extension: GL_EXT_texture_edge_clamp
Using extension: GL_EXT_texture_filter_anisotropic (max 16)
Using extension: GL_ARB_framebuffer_object
Using extension: GL_ARB_shader_objects
Using extension: GL_ARB_shading_language_100
Using extension: GL_ARB_vertex_shader
Using extension: GL_ARB_fragment_shader
InitializeGL
Checking hardware caps:
Bloom effect: YES
SSAO effect: YES
Color correction: YES
Emboss: YES
DOF effect: DISABLED

interesting that WC4 doesn't complain about the AA. using SS on ATI 7970. emboss is noticeable but the textures are very small so not much difference. would be great to have it fully working.