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[EGEF]The Future of Anti-Aliasing - Page 5

post #41 of 56
Quote:
Originally Posted by PsikyoJebus View Post
This is kind of off topic, but if you guys ever want to see Morphological AA breaking a game in a very interesting way, try forcing it on the graphics card and firing up Baldur's Gate 2 or some infinity engine game.

To be honest, I don't like the blurriness caused by some forms of antialiasing. I find that having the jaggies around makes the image look more crisp, especially if your monitor has a high pixel density. Obviously there's exceptions to this, but more often than not I don't really like AA past 2x MSAA.
The only game I have used morphological AA on is "Witcher 2" where oddly enough it works quite well. The supersampling option they have for the game is WAY to taxing, and the built in AA looks absolutely horrid. Interesting how different AA algorithms can effect visuals depending on the design and implementation of the game engine.
post #42 of 56
Thread Starter 
Quote:
Originally Posted by meetajhu View Post
Its acutally a good thing FXAA should be implemented by developers instead of the stupid post process filter MLAA made by Sony which blurs the entire images. FXAA and MSAA is almost identical except far textures have better detail on MSAA and FXAA doesn't lose the edge gamma during sampling.
First off - MLAA is not made by Sony. Sony's inhouse developers have their own custom forms of MLAA, but it wasn't created by them. So not quite sure where you got that. It's just popular on the console because it gives fantastic AA results without the performance drop of QAA or regular MSAA.

Secondly, FXAA is also a post-processing filter. Just like MLAA So no, its not like MSAA. It's exactly like MLAA. In fact, from what I've read, FXAA is actually a differentiation of MLAA directly. In other words - its just a different implementation of MLAA.

Thirdly, MLAA which as mentioned before has those custom methods which can allow better usage on the consoles. Which is why its popular on the PS3. Those custom methods allow the developers to distribute them better, or as needed, across the PS3's SPUs allowing better distribution of processing power for any other needs. Everyone should want developers to use MLAA or FXAA on the PS3.

Lastly, FXAA does blur the image too. More than MLAA in alot of situations. The benefit is that it supposedly is better on performance (as seen in some of the benchmarks), has support on more devices, better subpixel definition, and is a faster post-processing effect (not as much delay a whole 1ms)

Quote:
They mean that everyones buying up 1080p and not caring about any other resolutions.
What other resolutions?
And why would someone buy something other than 1080p (or 1920x1200 for that matter) when no other resolution is necessary? 1080p (or 1920x1200) isn't even properly used yet by a lot of games. You'd be shocked at the texture resolutions alot of games on the PC have. Crack open their files and take a look. Alot of your favorites probably have 720p or lower.
It's unnecessary for the majority of consumers to buy anything other than 1080p or 1920x1200 unless you like Eyefinity and even then thats not entirely great/necessary to alot of people. To say its "not caring about any other resolutions" or a fad is done wrongly so.
Edited by OmegaNemesis28 - 7/27/11 at 8:27pm
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post #43 of 56
Quote:
Originally Posted by linkin93 View Post
I'd tell you to load up CS:S and set AA to 16xQ CSAA, but you don't have an nvidia card. I can tell you it looks godlike, better than MSAA. Even with a GTS 450 it drops the frames from 100-200 to 90 and below, but it's worth it for the smooth edges, and not just less-jagged edges.
AMD 6900 users can get 16xQ CSAA. It is called 8xEQ AA. 8xEQ AA is equivalent to 16xQ CSAA.

http://techreport.com/articles.x/20126/3

It looks neat. I also turn on Adaptive AA so the alpha textures get AA too.
post #44 of 56
Thread Starter 
Quote:
Originally Posted by Riou View Post
AMD 6900 users can get 16xQ CSAA. It is called 8xEQ AA. 8xEQ AA is equivalent to 16xQ CSAA.

http://techreport.com/articles.x/20126/3

It looks neat. I also turn on Adaptive AA so the alpha textures get AA too.
You know - I saw the EQ AA on my 6990 driver settings the other day and questioned it because I thought ATi didn't have it and it was an Nvidia-only deal.
I did not know this was a new 6900 only feature.
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post #45 of 56
Quote:
Originally Posted by OmegaNemesis28 View Post
You know - I saw the EQ AA on my 6990 driver settings the other day and questioned it because I thought ATi didn't have it and it was an Nvidia-only deal.
I did not know this was a new 6900 only feature.
That's new for me too. I didn't know ATi had alpha to coverage too on their 6900 cards. I mostly use SSAA in games, but in games like FO3/FONV and Borderlands you really need alpha to coverage (SSAA gives glitches). I force 32xCSAA + 8xTrSSAA in those games. It looks really nice. You should try to force this EQ AA in Fallout, it's a completely different experience (graphically that is)
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post #46 of 56
I'm with everyone who is saying higher dpi/resolution over AA.

That said, not everyone can afford the absurd price tag that will come with such a display or the several GPUs needed to power it, at least until it becomes standard.

So, for the sake of us humble gamers with less than infinite amounts of disposable income, how about you go generate enough demand for such hardware that it becomes standard, and in the mean time don't **** all over developers trying to improve on AA?

Kay thanks.
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post #47 of 56
From reading the article I've noticed that MLAA and FXAA essentially treat the screen as a 2d image and then add the smoothing from that point. Are there any other antialiasing modes that do such a trick? The reason I ask is because I've noticed that MLAA tends to do nice things to some 2D games because of this effect (worked really neat on an NES emulator too!), however some games get broken, perhaps via the algorithms that are used.
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post #48 of 56
Quote:
Originally Posted by noak View Post
Can people please get off aa and move on to higher DPI and resolution because thats what actually makes a difference in image quality
but makes screens more expensive and requires more performance and VRAM to run :\\

tbh the DPI on say a 1080P 20" screen is pretty good even @1680x1050
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post #49 of 56
Whats all this about AA? They should really be trying to optimize anisotrophic filtering.
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post #50 of 56
I'm fine with any AA as long as it's not temporal AA. God this thing is horrid !

FXAA is also quite nice, it's very very light on hardware and is very easy to implement. ( Modders managed to put FXAA in Freespace 2 which is a... wait for it ... 12 years old game )
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