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[EGEF]The Future of Anti-Aliasing

post #1 of 56
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Quote:
The current HD console generation is maturing, and developers are looking for ever more ingenious ways of extracting better-quality visuals from the fixed hardware configurations available, while conserving as much system performance as possible.

One of the key components in a quality, polished graphical presentation is anti-aliasing - the process whereby the distortion effects generated by rendering a higher-resolution image into a lower-resolution framebuffer are diminished. The most infamous - and perhaps the most off-putting - aliasing artifacts are of course the dreaded edge "jaggies".
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FXAA is impressive for consoles but its more blurred than MLAA which is sad to see. I dont understand why thats more preferable on Crysis 2 PC as opposed to MSAA. I mean, at least the option that is.
Edited by OmegaNemesis28 - 7/26/11 at 10:54pm
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post #2 of 56
Quote:
Originally Posted by OmegaNemesis28 View Post
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FXAA is impressive for consoles but its more blurred than MLAA which is sad to see. I dont understand why thats more preferable on Crysis 2 PC as opposed to MSAA. I mean, at least the option that is.
If I'm reading that article properly, it allows devs to squeeze better AA performance out of weaker hardware.

I don't see this being much benefit to people who frequent this forum
post #3 of 56
Thread Starter 
Quote:
Originally Posted by Booty Warrior View Post
If I'm reading that article properly, it allows devs to squeeze better AA performance out of weaker hardware.

I don't see this being much benefit to people who frequent this forum
Yeah thats what I read too. Hence why it doesnt make sense to at least have the option to change between the two in the options. Then again they had to patch in Advanced options so meh lol
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post #4 of 56
[H] did a review on this also:


http://hardocp.com/article/2011/07/1...g_technology/1








Too bad it has to be done by the developers and can't be done afterwards like MLAA.
post #5 of 56
Quote:
Originally Posted by PoopaScoopa View Post
[H] did a review on this also:


http://hardocp.com/article/2011/07/1...g_technology/1

*snip*

Too bad it has to be done by the developers and can't be done afterwards like MLAA.
Oh wow. I didn't expect the performance difference to be THAT huge. They're getting roughly double the average framerate over MLAA and 4xMSAA?!
post #6 of 56
Quote:
Originally Posted by PoopaScoopa View Post
[H] did a review on this also:



Too bad it has to be done by the developers and can't be done afterwards like MLAA.
That is really impressive. FXAA looked better and performed better in all of those instances.
post #7 of 56
Can people please get off aa and move on to higher DPI and resolution because thats what actually makes a difference in image quality
post #8 of 56
I still feel that 4x MSAA is the sweet spot for 1080p and above. Anything less, and you start to notice it, anything more and the difference is very very small. 4x MSAA is pretty much runnable in every game on the market with a good GPU.

SSAA still blurs some textures, when MSAA doesn't. In a bad way. SSAA also cost a ton more performance.
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post #9 of 56
Wow F.3:A.R really looses a lot of fps from AA. I mean AVG goes from 45 to 27 from just 2x to 4x AA. A lot of games don't loose that much fps when you go from 0x to 8x AA.
    
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post #10 of 56
FXAA can currently be forced for OpenGL games. For DX titles as of now it's completely up to the developer.
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