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#26 | |
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Member
Join Date: Feb 2007
Location: Irvine, CA
Posts: 426
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#27 | |
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Member
Join Date: May 2002
Location: Santa Clara
Posts: 584
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If I went away and created, say, a new texture compression technique, and then I wrote a paper for publication comparing the results of my new technique with a set of results that I obtained by running the worst available compressors for existing techniques, and then claimed victory, then during the review of my paper someone would (hopefully) point out that my methodology was fundamentally flawed, and that perhaps a fairer comparison would be in order if I wanted to be taken seriously. If I then pointed out as justification that a lot of games had used the useless compressors, even though better ones had been available for 5 years then I would also sincerely hope that such an explanation would not hold any water with the reviewers. I don't see that this is any different, and I don't see why poor comparisons of this nature deserve to get a free ride. In some ways it seems worse if such a comparison is made in a more public, less technical arena like a blog, where people may be less likely to understand what is really going on, and are therefore more likely to take the presented information purely at face value. I would perhaps not be feeling so critical if it was pointed out in the context of the comparison that it was completely unnecessary for the MSAA shot to look anything like as bad as it does, but there is nothing of this nature. |
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#28 |
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Member
Join Date: Mar 2012
Location: Switzerland
Posts: 654
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Is forward rendering ( AMD leo ) could be a solution for solve of thoses problem? ( when gpu power needed will be adequate . )
Last edited by lanek; 11-Aug-2012 at 05:57. |
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#29 | ||
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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I summon repi to this thread, since he is very knowledgeable and influential in the area of realtime 3D rendering and he still chose to implement non HDR correct MSAA in BF3. Must have had a damn good reason to not even give the option. Is it really that expensive ?
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Last edited by homerdog; 11-Aug-2012 at 07:19. |
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#30 | |
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Senior Member
Join Date: May 2005
Posts: 2,038
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Sorry for my English. But I hope it's better than your Czech |
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#31 | |
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Senior Member
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Take for example the defocus/depth of field that directs your attention to or highlights a particular part of a scene. In movies, that works well, since it's literally a rigidly scripted sequence of events that the writer and director laid out that way deliberately. In a game trying to create a convincing environment, however, all this focusing stuff did not yet work (of course I can only speak for my personal impression) quite nearly as well, since the game cannot know where you're looking with a few exceptions. That being only an example for my point which is: A game is not a movie. In a game, you use tricks to convey a high definition of detail but your source material is limited in resolution - even the multi-million polygon-models in 3D-modelling programs are. Normally, you derive a fairly convincing overall representation of your object from that plus normal and whatnot-maps, which you apply later on in order to increase detail perception. This in conjunction with a sensible LOD system leads to more details in the foreground than in the background of a scene - but it costs you. Neither the creation of that system itself, it's management overhead nor it's actual application is free. Now you have a scene, that's (hopefully) as detailed as the programmer envisioned it, who - again hopefully - had Nyquist in mind at least a bit. That would give you maximum details with little or no texture aliasing. When you upsample this, Nyquist shifts in his grave as does his theorem and you have more detail available until shimmering starts. You already paid for that through upsampling, remember. And now you downsample again without adjusting the possibly higher level of detail first, that is, you're using inferior source material. And that's what "too blurry moaners" - at least I - do not like about this. With regard to TXAA and the screenshots posted in the opening posts: Assuming they are legit, it seems to me, there's neither super- nor (A2C-) multisample-AA going on, otherwise those fences would not look as broken as they did. As it stands, for me those shots look like there's only an FX/MLAA-like filter and no higher resolution, aka higher quality source material from which the downsampling took place. I compiled two different parts of the scene from the shots in the opening post to show what I mean - they are enlarged by a factor of 2 with no resampling. http://imgur.com/TgFL2
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English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
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#32 | |
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Senior Member
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English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
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#33 | ||
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Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,762
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People are more violently opposed to fur than leather; because it's easier to harass rich ladies than motorcycle gangs. |
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#34 | |
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Member
Join Date: Sep 2011
Posts: 101
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Timothy Lottes clearly stated there is no FXAA/MLAA smoothing involved. |
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#35 |
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Senior Member
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Does he not also say that he did the basic implementation for TXAA and has no control over what each developer makes of it? Be that as it may, the shots from TSW in the opening post speak for themselves - if they're legit. There's definitely a certain amount of detail lost that is present in the non-TXAA shots. *shrugs*
That reminds me: Holy Quincunx-resurrection Batman!
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English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
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#36 | |
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Member
Join Date: Sep 2011
Posts: 101
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I can't remember, where he said it? |
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#37 |
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Senior Member
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Here you go:
http://timothylottes.blogspot.de/201...34217486553840 (the 15:27 post) „I just build the TXAA algorithm and sometimes help in integration. I'm not involved in any non-TXAA options in the games. Developers can selectively super-sample alpha-test with TXAA if they wanted to improve quality, and this would actually have higher performance than the TrSSAA driver option. There are also other areas which would benefit with selective super-sampling. Developers could also fully super-sample (like SGSSAA) if they want to with TXAA, offering even higher IQ.“ Just to add one thing since I just noticed that you specifically mentioned FXAA/MLAA: Please note that I did say „for me those shots look like there's only an FX/MLAA-like filter“.
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English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
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#38 | |
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Member
Join Date: Sep 2011
Posts: 101
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He refers to AA solutions other than TXAA. I'm sure he knows what the first TXAA game exactly does and Nvidia used this game for their TXAA presention. The blur is intended according to him. And some parts of the images are better smoothed with just FXAA enabled compared to TXAA, this would be highly unlikely if TXAA+FXAA was used together and plain stupid. It makes no sense. |
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#39 |
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Member
Join Date: Mar 2012
Location: Switzerland
Posts: 654
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Dont forget, it is not Nvidia or peoples who have work on it, who will tell you something is not as intended or is a bad thing.
Lets say its a first time we see it, there's a lot of chance the method will be optimised and result will be better then. Last edited by lanek; 12-Aug-2012 at 00:22. |
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#40 | |
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Senior Member
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English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
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#41 |
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Member
Join Date: Sep 2011
Posts: 101
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#42 | |
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Member
Join Date: Feb 2007
Location: Irvine, CA
Posts: 426
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Not that I want to be too defensive of some Nvidia marketing piece...I'm just looking at this for the point of view of a developer who might consider using TXAA (or a technique very similar to it), and is already well aware of the problems associated with MSAA and tone mapping. |
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#43 |
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Regular
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![]() From this thread: http://forum.beyond3d.com/showthread.php?t=22472 What's depressing is that that thread is 7 years old and developers are still mostly fucking clueless on this subject.
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Can it play WoW? |
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#44 | ||||
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Junior Member
Join Date: May 2005
Location: MS, USA
Posts: 51
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I agree on this part. The game doesn't know where the person is looking so simulating depth of field is a stylistic choice. Quote:
All of these are just hacked approaches to the same problem. TXAA will add some blur to an already blurry texture and should be used with a higher LOD bias. But trying to get all of the assets at all of the distances to match up with the frequency they should be in screen space by selecting the right assets at the right place is like balancing on a pin. There are probably better ways to do it and doing the sampling correctly in the AA resolve is a good one. It's what's done in CG movie production for this reason. Quote:
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#45 | |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,840
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I agree with Timothy that a larger resolve filter is worth doing. If you want more sharpness beyond that, render at a higher base resolution. The box filters we've been using for resolves really are totally trash and there's no reason a modern GPU can't do better.
LOD bias wouldn't totally solve the issue and you could reintroduce aliasing/noise. The issue is that compared to layering it on top of super-sampling, a wider resolve filter is not actually sampling the texture function at a higher rate (like you would by rendering at a higher resolution). Thus with an LOD bias you could easily skip pixels that can be arbitrarily important to the final frame, especially when considering HDR, bloom, etc. i.e. flicker is back! Quote:
I'd still love to see more detailed information about exactly what this is doing and why it can't be implemented on any DX10.1+ card. What's the hardware-specific feature that is being used exactly?
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The content of this message is my personal opinion only. |
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#46 |
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Senior Member
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Please remember where we came from:
„Does he not also say that he did the basic implementation for TXAA and has no control over what each developer makes of it?“ That's what he's saying in this blog comment I sort-of linked to and that's all that I'm referring to: He's doing the basic implementation and everything else is up to the developer - including, and that is my speculation as I've said based on what the lesser texture detail in the OP imlies, some sort of post-processing, like MLAA or FXAA are. Not more not less - and Tim's statements do not hint at that this is out the question. It is just not part of the basic TXAA design.
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English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
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#47 |
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Member
Join Date: Sep 2011
Posts: 101
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The lesser texture details comes obviously from a different filtering method - Gaussian Filter. There is an example on his Blog. It produces similar results to TXAA he told and once again, there is no PP-AA involved in TXAA including Secret World TXAA. I'm not sure how many confirmations you need.
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#48 |
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Senior Member
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Please re-read what I've said:
„…As it stands, for me those shots look like there's only an FX/MLAA-like filter and no higher resolution, aka higher quality source material from which the downsampling took place.“ [my bold afterwards] I don't need any confirmations for catching the loss of detail that you already acknowledged - and as obvious for a gaussian filter I wouldn't really describe it's visual effect thankyouverymuch. I'd be happy to see further links though, to assess what's really going on there - probably a bit more substantial than a vague hint to Timothy's Blog in general.
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English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
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