If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#1 |
|
Member
|
I've heard, some time ago, an interview where epics admits that UE3 scales bad with MSAA turned on, because of his internal nature, There's any dev that can clear this concept?
|
|
|
|
|
|
#2 |
|
Senior Member
Join Date: Mar 2005
Posts: 1,160
|
Was the comment about MSAA in general or MSAA specifically on the Xbox360? The latter is a tiling problem, and UE3 was never built with that in mind. It is, after all, basically a PC engine that has some codepaths for consoles tacked on.
If it's the former... I don't know for sure just from your post.
__________________
Life is veritably the exact opposite of a vacuum cleaner. Vacuums tend to suck less and less as time goes on. |
|
|
|
|
|
#3 | |
|
Regular
Join Date: May 2005
Location: E-town, Alberta
Posts: 8,418
|
Quote:
|
|
|
|
|
|
|
#4 | ||
|
Naughty Boy!
Join Date: Jul 2005
Posts: 2,267
|
Quote:
Quote:
Seems to me like he was talking about all platforms, not just the 360. He certainly didn't blame tiling at all. |
||
|
|
|
|
|
#5 | |
|
Member
|
Quote:
this is not a good thing, a lot of games will use UE3, I just want to know what's the problem of the engine and some effects when MSAA is active |
|
|
|
|
|
|
#6 |
|
Moderator
Join Date: Feb 2002
Location: Redmond, WA
Posts: 3,322
|
It's been covered before, do a search, basically they reverse project screen space pixels into shadow space. So the cost of the shadows is proportional to the number of pixels prior to the downsample. So 2xMSAA doubles the cost of shadow rendering.
It strikes me there are several ways they could try and address this, but I have to assume that they tried them. But UE3 doesn;t specifically limit you to any particular shadow approach, the app could easilly provide a different solution. |
|
|
|
|
|
#7 | |
|
Member
|
Quote:
Understood.. But I think that the solution is not so simple as seems, looking the games when it come to direct-feed screens they all lack msaa Cudos to you, thanks |
|
|
|
|
|
|
#8 |
|
B3D Shockwave Rider
Join Date: Feb 2002
Posts: 1,811
|
I thought I read somewhere that nVidia is including a new A.A. method in the G80 to address this issue.
__________________
When God plays an online shooter he plays Shadowrun. He buys resurrection first round and selects Dwarf. www.shadowrunshow.com |
|
|
|
|
|
#9 | |
|
Senior Member
Join Date: Mar 2005
Posts: 1,160
|
Quote:
I think approaches like using a scaled light distance value would work just fine in many cases so long as the shadow is necessarily soft, but since they make a point of honor out of progressively softening shadows, that gets iffy.
__________________
Life is veritably the exact opposite of a vacuum cleaner. Vacuums tend to suck less and less as time goes on. |
|
|
|
|
|
|
#10 |
|
Senior Member
Join Date: Dec 2003
Posts: 6,201
|
Considering how common UE3 looks to be on 360, I really think Epic should have gone out of its way to get MSAA to work fully on the hardware. It's an extremely important feature for image quality, and so much of the 360's GPU is built around MSAA support. To just throw that away... HMMM.
Alright, so occlusion techniques don't work well with MSAA according to Epic. Worst-case scenario, if another technique can't be found: just brute-force it then! Xenos has tons of fillrate. Some guy at Rare stated that Kameo's engine drew multiple copies of hundreds, if not thousands of on-screen guys by mistake with no drop in framerate. Let the hardware take it on the chin if neccessary so that we can have our MSAA.
__________________
Top one reason why capital punishment is immoral and wrong: You can release an innocently convicted man from jail, but you cannot release an innocently convicted man from death. |
|
|
|
|
|
#11 |
|
Member
Join Date: Dec 2005
Posts: 2,095
|
so UE3 uses deferred rendering? is there further info pertaining to UE3's use of it
|
|
|
|
|
|
#12 |
|
Senior Member
Join Date: Jan 2003
Posts: 1,656
|
|
|
|
|
|
|
#13 |
|
Monochrome wench
|
Something to note, Bioshock is using UE3 and the screenshots released of it so far have AA. So either Irrational have been releasing highly supersampled bullshots or it's not an insummountable problem and it's possible to get MSAA to work... but we don't know what they've done to the engine
|
|
|
|
|
|
#14 | |
|
Member
Join Date: Jun 2003
Posts: 731
|
Quote:
|
|
|
|
|
|
|
#15 |
|
Monochrome wench
|
/me does some more research...
Oh, it's seems it UE2.5 with some UE3 additions. Rendering engine is probably still UE2.5 based then. |
|
|
|
|
|
#16 |
|
Senior Member
Join Date: Jul 2005
Location: Sweden
Posts: 1,115
|
|
|
|
|
|
|
#17 | |
|
Member
|
Quote:
edit: http://en.wikipedia.org/wiki/Vengean...ngeance_engine Last edited by MasterDisaster; 02-Sep-2006 at 10:43. |
|
|
|
|
|
|
#18 |
|
Member
Join Date: Dec 2005
Posts: 2,095
|
|
|
|
|
|
|
#19 | |
|
Moderator
Join Date: Feb 2002
Location: Redmond, WA
Posts: 3,322
|
Quote:
This is done by reverse projecting the pixels from the front buffer into shadow space. |
|
|
|
|
|
|
#20 |
|
Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,714
|
Do a search people. ERP and others explained this in detail many months ago. ALL these questions are answered there
__________________
"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
|
|
|
|
|
#21 | |
|
Registered
Join Date: Aug 2006
Location: Eire-Esp
Posts: 13
|
Quote:
Taking into account what you stated about the amount of future UE3 games, imho, I truly hope Epic is looking into it. |
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|