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[HH] Intel: Move Antialiasing To The CPU - Page 8

post #71 of 86
Instead of introducing new anti-aliasing techniques (especially on the CPU, which I don't really approve), they should just make the games aliasing-free. Most GPUs in PCs are now at the point of being powerful enough to handle it, and I'm sure would work faster as opposed to say MSAA, which eats up a lot of GPU memory.
    
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post #72 of 86
Meh, I can see it just slowing down the CPU and hindering it from what it does best. Better to keep these things on the GPU (which can do it much faster with less resources).
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post #73 of 86
Quote:
Originally Posted by flamingoyster View Post
Hm...I can't see a difference in the picture.
Yah me too
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post #74 of 86
Hmmm, cant see much of a difference in the pic
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post #75 of 86

First let's wait for a review...
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post #76 of 86
Quote:
Originally Posted by c0nnection View Post
There no difference because the photo is downsized so it add artificial AA to both side.
All I see are the jpeg artifacts.



And supersamping is the only true way to eliminate jaggies. Only problem is 8xSSAA on a 1920x1200 image is roughly the same as no AA on a 5400x3400 image.
    
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post #77 of 86
Morphological AA is terribad.. on AMD cards anyway. It doesn't just smooth edges. It blurs text and sometimes textures :|
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post #78 of 86
Quote:
Originally Posted by Junktown View Post
A low resolution jpeg isn't exactly the best medium to demonstrate the effectiveness of anti-aliasing. Certainly we've all seen the difference it can make first hand and that difference is significant.
Exactly.

These are scaled down from much larger images and probably filtered, so are of limited use for comparison compared to the originals.

Quote:
Originally Posted by andos View Post
Oh, I was certain AMD created morphological AA.
AMD put it in their drivers a few years after Intel developed it.

Quote:
Originally Posted by corky dorkelson View Post
While an 8800GT may offer more in terms of floating point operations, the modern CPU still has more raw power. I would really like to know what you heard that you are basing that off of.
There are numerous tasks, FP and integer that GPUs are vastly superior for. There are also tasks they cannot really do.

Power is the ability to do work, and when it comes to rendering, hashing, encoding, folding, and many other things, GPUs have more powerful hardware.

Quote:
Originally Posted by corky dorkelson View Post
And as the article pointed out, the MLAA method doesn't happen in real-time, it happens to pre-rendered frames (making it easier for the CPU to do handle due to it's weak floating point operations).
There are only a handful of pre-rendered frames at any given time, so latency and bandwith considerations are of crucial importance.

For higher-end GPUs, there may not be enough bandwith (from card to cpu to system memory and back) for this to viable.

Quote:
Originally Posted by corky dorkelson View Post
More and more it seems gamers are stuck with a GPU at 100% load and a CPU twiddling its thumbs. Something like MLAA on the CPU could help with that tremendously. Obviously it might not be ideal on all engines and all scenarios, but having the option to run AA on the CPU could help tremendously in certain applications. I think that is what the article is stating. The option is there if devs want to implement it. I can't see Intel even wasting time on something like this if it is as bad as you make it sound.
As the article hints at, CPU MLAA is likely going to be restricted to IGPs until more memory bandwidth and faster interconnects are available. Even then CPUs may not be able to keep up with a good GPU.

Quote:
Originally Posted by Scorpii View Post
Isn't Intel just thinking of doing something similar to the PS3? It uses its SPU to do MLAA I think?
The connection between the Cell BE and the NVIDIA RSX is, relative to the performance of it's GPU, at least an order of magnitude faster than what is on a PC.

It's got a chopped down 7800 with 35GB/s of bandwidth to the Cell and main system memory.

A modern top of the line GPU is ten times as powerful with less than half that GPU <-> CPU bandwidth available.

Quote:
Originally Posted by NastyFish View Post
Morphological AA is terribad.. on AMD cards anyway. It doesn't just smooth edges. It blurs text and sometimes textures :|
Which, depending on personal opinion and the situation, may be better than the amount of jaggies present without it.
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post #79 of 86
Quote:
Originally Posted by Joenn View Post
It's known that AA consume a lot of energy from the graphics card horse power and this is because the big amount of operations required and it's known also the weakness of the CPUs in the operations of FP which is the basic of the AA.
How could Intel put this extremely heavy load on their CPU ?
Standard AA from GPU takes a scene, does the AA computing, then puts the image on the screen.

Morphological AA is post-processing. All it does is takes a rendered scene from the memory, churns it through MLAA function, spits it back to the memory then the image is displayed on the screen. This is why everything on your screen is AA'd, including overlay text from FRAPS, etc.

The former would require a GPU-level processing.
The latter, I don't really see any modern day CPU having trouble doing it in one of the cores. I believe the biggest problem here is the "moving" of the rendered image from the VRAM to the system RAM and vice-versa. I also read somewhere that this also completely ignores any Z-axis (depth) data -- obviously due to aliasing a "2D" image -- and this is what further contributes to the "weirdness" of an MLAA scene to the human eye. It basically "flattens" a flat image, if that makes any sense.
Edited by kppanic - 7/26/11 at 9:31am
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post #80 of 86
Quote:
Originally Posted by PoopaScoopa View Post
Yeah, FXAA would be preferred
At first I thought you were dribbling and spouting some rubbish

Then I read the article and was like whoah.... cool

+rep for very interesting link
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