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Old 22-Aug-2011, 20:41   #2801
kagemaru
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Originally Posted by Kasersky View Post
more gpu resources better results. there are alot of higher quality presets for fxaa. so deus ex human revolution is the first console game to have fxaa
I was just thinking the same thing. Hope Al or DF can confirm this soon. I'd love to get the game tonight at a midnight launch, but I'm not sure which version to get. Wish there was some kind of performance analysis available.
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Old 23-Aug-2011, 09:29   #2802
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Tech discussion moved here.
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Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents.
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Old 24-Aug-2011, 06:33   #2803
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anyone check the body count demo on PS3? Looks sub hd + custom AA, or MLAA.
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Old 25-Aug-2011, 21:21   #2804
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DE:HR does seem to be FXAA on 360, MLAA on PS3. Both 720p.
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Old 25-Aug-2011, 21:48   #2805
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Originally Posted by AlStrong View Post
DE:HR does seem to be FXAA on 360, MLAA on PS3. Both 720p.
Are you sure about the FXAA? Seems more like a blur filter to me (not only the edges are blurred in the direct feed screenshots)
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Old 25-Aug-2011, 22:22   #2806
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DE:HR does seem to be FXAA on 360, MLAA on PS3. Both 720p.
That's interesting, I always thought MLAA would do a better job with the jaggies, but most impressions seem to indicate the opposite. Thanks Al.
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Old 26-Aug-2011, 00:01   #2807
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Seems more like a blur filter to me (not only the edges are blurred in the direct feed screenshots)
We can debate all day about what "blur" and "post-AA" really means, especially for single-sample per pixel. You may also want to think about what an edge means in your context versus a shader program evaluating pixel patterns.
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Old 26-Aug-2011, 00:08   #2808
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I thought AA method in 360 version got rid of the aliasing pretty well.Certainly it broke in some instances and some edges didn't receive any but it was pretty smooth.Surprised that MLAA looked so alike,FXAA seemed bit better in fact.
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Old 26-Aug-2011, 00:19   #2809
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I should note my disapproval of naming the particular post-AA method based off of images. It's going to be extremely difficult to just look at the edge blur and say... that's such and such. And really, it's just silly. For the purpose of the thread, I'd say it's enough just to call it a post-AA filter and describe its characteristics in motion or with certain sub-pixel issues.

For all I know, they're using a different FXAA setting on PS3, but the behaviour there does seem to indicate MLAA.
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Old 26-Aug-2011, 01:42   #2810
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I should note my disapproval of naming the particular post-AA method based off of images. It's going to be extremely difficult to just look at the edge blur and say... that's such and such. And really, it's just silly. For the purpose of the thread, I'd say it's enough just to call it a post-AA filter and describe its characteristics in motion or with certain sub-pixel issues.

For all I know, they're using a different FXAA setting on PS3, but the behaviour there does seem to indicate MLAA.
Really? imho it's really a bizzare use of MLAA... not remember an MLAA so 'soft' & jaggies in the gross edges... in any game that use it. PS. Never mind, now I have understood what do you mean: MLAA how detected & FXAA to cover the jaggies.

Last edited by assurdum; 26-Aug-2011 at 01:48.
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Old 26-Aug-2011, 01:44   #2811
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That's interesting, I always thought MLAA would do a better job with the jaggies, but most impressions seem to indicate the opposite. Thanks Al.
Well, I don't know how technically valid are my impressions, but MLAAproperly used from what I have seen until now in a lot of games, generally works 'better' of FXAA (probably for its cost) in cover & even artifact, at least in motions; subpixels a part.

Last edited by assurdum; 26-Aug-2011 at 01:52.
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Old 26-Aug-2011, 05:45   #2812
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so the subtle blur also make sense on 360? Even on PC with the new FXAA injection method, all the games get subtle blur running on higher resolution than 720p. I remember the member here I forgot his named, works for Sony ATG I think said their MLAA implementation doesn't blur any texture detail. Makes me wonder how much resource is needed for MLAA on PS3 now, cant be still as expensive as GOW3. Must be a hell lot cheaper now.
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Old 26-Aug-2011, 12:46   #2813
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so the subtle blur also make sense on 360? Even on PC with the new FXAA injection method, all the games get subtle blur running on higher resolution than 720p. I remember the member here I forgot his named, works for Sony ATG I think said their MLAA implementation doesn't blur any texture detail. Makes me wonder how much resource is needed for MLAA on PS3 now, cant be still as expensive as GOW3. Must be a hell lot cheaper now.
In last slides from AA Course they said 5% of SPU time for 30hz.
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Old 26-Aug-2011, 13:53   #2814
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Originally Posted by AlStrong View Post
For the purpose of the thread, I'd say it's enough just to call it a post-AA filter and describe its characteristics in motion or with certain sub-pixel issues.
Yeah you're right.

Quote:
Originally Posted by assurdum View Post
PS. Never mind, now I have understood what do you mean: MLAA how detected & FXAA to cover the jaggies.
I don't think that's what he meant at all. He said he believed it's MLAA due to the behavior of the post-AA, though it could be FXAA with different settings.

The point of mentioning this was to show how muddy it can get when trying to determine what type of post process AA filter is being used.

At least that's what I got from that comment.

Quote:
Originally Posted by assurdum View Post
Well, I don't know how technically valid are my impressions, but MLAAproperly used from what I have seen until now in a lot of games, generally works 'better' of FXAA (probably for its cost) in cover & even artifact, at least in motions; subpixels a part.
Wasn't just going off of your impressions, generally everyone I've talked to has echoed this opinion.

No need to defend MLAA, the difference isn't huge, and I was just making an observation.
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Old 26-Aug-2011, 14:33   #2815
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Yeah you're right.



I don't think that's what he meant at all. He said he believed it's MLAA due to the behavior of the post-AA, though it could be FXAA with different settings.

The point of mentioning this was to show how muddy it can get when trying to determine what type of post process AA filter is being used.

At least that's what I got from that comment.



Wasn't just going off of your impressions, generally everyone I've talked to has echoed this opinion.

No need to defend MLAA, the difference isn't huge, and I was just making an observation.
Not huge, never said that & isn't just echoed opinion, when NVIDIA has released this solution, I'd expected something better in terms of artifact compromises, how they claims; but from what we seen, in motion FXAA is even less stable & more shimmer. Of course, it's enough good, cheap, smart, it's no matter to prove how is better from the two, but to me it's just to recognize how works, no more.

Last edited by assurdum; 26-Aug-2011 at 14:53.
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Old 26-Aug-2011, 14:43   #2816
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Huge not, never said that & isn't just echoed opinion, how NVIDIA has released this solution I'd expected something better in terms of artifact compromises, how they claims; but from what we seen, in motion FXAA is even less stable & more shimmer. Of course, it's cheap, it's smart, it's no matter to proves how is better from the two, but to me it's just to recognize how works, no more.
Not sure I understand everything you're trying to say here, but let's just agree to disagree

Edit:

Though I do notice some shimmering while moving around on the 360 version.

Last edited by kagemaru; 26-Aug-2011 at 14:51.
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Old 26-Aug-2011, 14:47   #2817
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Not sure I understand everything you're trying to say here, but let's just agree to disagree
OK. I have just said FXAA not solve definetely the MLAA limits, to the opposite, except subpixels part.
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Old 26-Aug-2011, 19:37   #2818
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not even sub pixel part, using it on PC it just looks like it is blurring everything in a distance/subpixel. I ran the highest quality U3 gamescon video with VLC player + fxaa injection (I know its not as good as real implementation) all sub pixel stuffs looks like it just got blurred. Same with all the PC games.

here an example of all the AA from the game on PC

http://www.hardocp.com/images/articl...UWGY_3_1_l.png
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Old 26-Aug-2011, 21:49   #2819
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i've been playing around with the mlaa setting on the pc version looking specifically at things with high contrast edges like ebooks and bright lettering and going very low pixel range. the typical kind of artifacting you get with mlaa in worst case. then i looked at the ps3 version and it didnt have the same kind of artifacting under the same conditions. unless AL got some definitive answer i still am inclined to believe both are using fxaa with different presets.

edit: does the mlaa in the ps3 sdk only target geometrical edges? because that would pretty much my mlaa evaluation on ps3 flawed :3

Last edited by Kasersky; 26-Aug-2011 at 22:06.
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Old 27-Aug-2011, 04:00   #2820
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maybe we can get DF to setup an interview with Eidos Montreal.
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Old 27-Aug-2011, 07:25   #2821
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Originally Posted by Kasersky View Post
i've been playing around with the mlaa setting on the pc version looking specifically at things with high contrast edges like ebooks and bright lettering and going very low pixel range. the typical kind of artifacting you get with mlaa in worst case. then i looked at the ps3 version and it didnt have the same kind of artifacting under the same conditions. unless AL got some definitive answer i still am inclined to believe both are using fxaa with different presets.
You may want to consider what differences there may be between PS3 MLAA and the one they've done on PC first.

What I do know about DEHR on PS3 is that edge shimmering is significantly worse.
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Old 27-Aug-2011, 09:16   #2822
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If that is MLAA it's clearly far the worse seen yet.
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Old 27-Aug-2011, 18:39   #2823
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If that is MLAA it's clearly far the worse seen yet.
It's also a colour pallette that's somewhat unique (monochrome jokes aside).
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Old 28-Aug-2011, 01:16   #2824
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It's also a colour pallette that's somewhat unique (monochrome jokes aside).
But are you sure about MLAA? Because the pop in pixels remember more the FXAA behaviour than the MLAA on ps3.... MLAA tend to pop in only when occurs cross edges, too fine lines or redudant slower camera movements; the artifacs pop in are a little different to FXAA, more 'spread' for the vertex works. FXAA seems use more pixel by pixel (or at least I have perceived this, even on the 360 version); & the pop in is perceivable in the short lines. I see more analogie between the two DE versions than any others use of mlaa in the others ps3 game. My apologies if I wasn't clear.

Last edited by assurdum; 28-Aug-2011 at 01:22.
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Old 28-Aug-2011, 02:08   #2825
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But are you sure about MLAA? Because the pop in pixels remember more the FXAA behaviour than the MLAA on ps3.... MLAA tend to pop in only when occurs cross edges, too fine lines or redudant slower camera movements; the artifacs pop in are a little different to FXAA, more 'spread' for the vertex works. FXAA seems use more pixel by pixel (or at least I have perceived this, even on the 360 version); & the pop in is perceivable in the short lines. I see more analogie between the two DE versions than any others use of mlaa in the others ps3 game. My apologies if I wasn't clear.
Actually,Killzone 3 had similar "look" in terms of jaggies as Deus Ex PS3 version has.It might be duo to artstyle as Al said.

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