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#1 |
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Junior Member
Join Date: Jan 2009
Posts: 30
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Mod: This thread appeared in the Console Tech forum and has centered on MLAA on the Cell processor. Although not limited to consoles, as that was the area of development it remained there. The latest development of an effective MLAA technique on GPU makes this a more open technology, so I've (finally!) moved the thread to the 3D Tech and Algorithms forum.
over @ http://blog.us.playstation.com:80/20...comment-295128 you can read that they do FSAA on the SPU's. I ts the first time i have ever seen any dev use the SPU's in order to do FSAA. But is not FSAA something better let the GPU do? "Tom French replied on November 13, 2009 at 6:17 pm1. 720p is our native res. We use the SPUs on the PS3 to do a full screen FSAA filter." Sory if i am posting in the wrong forum. Perhaps they have found a fast way to do FSAA on SPU's if so do you think more dev's will try to do the same? Do it realy free up more " time" on the GPU? |
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#2 |
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Member
Join Date: May 2002
Location: Slovenia
Posts: 420
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They are probably doing MSAA resolve on SPUs. This doesn't save any time on the GPU, since RSX has dedicated hardware for this (which in this case stays idle). However such approach is programable and thay can resolve this in what ever way they want (edge detect,...). Similar to what ATI is doing on their Radeon line.
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#3 |
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Member
Join Date: Aug 2004
Posts: 383
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#4 |
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Member
Join Date: May 2002
Location: Slovenia
Posts: 420
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No not really. You still have to copy the buffer from GDDR to system memory and resolved buffer back to GDDR.
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#5 |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 5,152
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PS3 hardware can't read video buffer from XDR memory?
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#6 |
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Senior Member
Join Date: Feb 2006
Posts: 1,821
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Thanks for the heads up. Interesting this definitely requires the full render buffer to be in the XDR memory. This was discussed in the technolgy thread before, GG only copied a quarter res buffer to XDR to do the post processing on the SPU (KZ2), but now we have an example of a full res buffer in XDR so we know it is a viable method.
Maybe FSAA is done in the same pass as the post-processing on the SPU? That would save memory bandwidth. |
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#7 |
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Senior Member
Join Date: May 2003
Location: Skirts of Vitosha
Posts: 1,377
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"We're using SPUs to do a full-screen antialiasing filter" sounds more plausible, where "antialiasing filter" means something like "edge detect + blur".
Tom French is not exactly a hardcore rendering programmer, judging from his MobyGames page.
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#8 | |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,428
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Quote:
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Shifty Geezer ... 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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#9 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,867
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PS3 is lucky that it has a CPU that can cover up some of its GPU's inadequacies.
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#10 |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,428
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Not so much luck as design, for better or worse. We really need details on what exactly they're doing to carry this coversation forward.
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Shifty Geezer ... 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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#11 |
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Member
Join Date: Oct 2004
Posts: 719
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They might be using something similar to Intels Morphological AA, which basically counts stair stepping and blends pixels to get better gradients.
http://www.realtimerendering.com/blo...-antialiasing/ This reminds me, does any developer do AA resolve after tone mapping? Sounds like it might be nicely possible, if both passes are done with SPUs. |
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#12 | |
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Member
Join Date: May 2002
Location: Austria
Posts: 699
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Quote:
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#13 |
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Senior Member
Join Date: Dec 2007
Location: London
Posts: 1,504
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Note: N00B question incoming
What's FSAA, and how does it compare to MSAA and regular AA (if there's anything like regular AA)? Could doing this on the SPUs be something that's applicable in all games? And why has anyone else not thought of this if so? |
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#14 |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,428
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FSAA just means Full Screen AnitAliasing. Can be MSAA or supersampling or something else. Technically an edge-based AA shouldn't be FSAA, but I don't know if anyone makes a distinction. AA is always applied across the whole screen.
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Shifty Geezer ... 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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#15 | |
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Member
Join Date: Dec 2005
Posts: 2,095
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Quote:
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stalk me on twitter |
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#16 |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,428
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Yes, but that AA is applied to every line across the screen. Putting it another way, MSAA only antialiases at polygon edges too. Non-edge pixels are the product of a single sample and so have no antialising applied, meaning the vast majority of pixels are not antialised, just like an AA'd line-drawing method. Yet we still call that full screen antialising. The only AA method that antialises every pixel with multiple samples is supersampling, but we still call antialiasing applied only to edges as Full Screen AA.
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Shifty Geezer ... 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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#17 | |
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Senior Member
Join Date: Jun 2006
Location: London
Posts: 1,551
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Quote:
Sorry but what qualifies you to know what Tom's practical expertise extends to? Beyond that what makes you think "we're using.." implies "we" == "me"...? |
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#18 | ||
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Senior Member
Join Date: May 2003
Location: Skirts of Vitosha
Posts: 1,377
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Quote:
http://www.mobygames.com/developer/s...loperId,13698/ Quote:
Assuming some detachment on his part from the nitty-gritty details on the renderer brings his statement from the blue-sky fantasy beginnings of this thread ("MSAA resolve on the SPUs?" - which is, to my knowledge, not only impossible, but also defeats the purpose of a decent chunk of dedicated hardware in the RSX) to something more mundane and likely ("some kind of AA on the SPUs"). Don't create drama where there isn't.
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#19 | |
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Junior Member
Join Date: Jan 2009
Posts: 30
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#20 | |
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Senior Member
Join Date: Jun 2006
Location: London
Posts: 1,551
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Quote:
Oh and you're woefully misinformed if you think FSAA on RSX is somehow free/cheap especially when most modern engines these days are using at least some form of deferred pass for shadows/lighting/particles etc.. |
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#21 | |
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Junior Member
Join Date: Jan 2009
Posts: 30
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Quote:
A forward render pass on RSX that is 2XAA and a deferrd pass on SPU's that also has 2xAA on spu's? perhaps a deferrd 1024×540 framebuffer x2aa on spu's for lighting/shadows |
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#22 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 13,221
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I came across this while doing some research:
http://diaryofagraphicsprogrammer.bl...ss-on-spu.html It has a link to a PowerPoint presentation by Matt Swoboda from the PhyreEngine™ Team at SCEE, which discusses exactly what the OP is asking. It's a very good and interesting presentation, that also discusses other stuff like Depth of Field processing. There are definitely some clear links to the technology used in Uncharted 2 and Killzone, among others. |
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#23 |
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Regular
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#24 |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,038
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Edit : From IQ Analysis thread, regarding Saboteur.
Both (PS3 and 360) are 720p. There's a metric ton of compression though the AA on PS3 is rather interesting. No AA on 360.
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Last edited by Shifty Geezer; 05-Dec-2009 at 09:37. Reason: Moved posts |
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#25 |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,428
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Gosh, PS3 is remarkably smooth. I find that hard to believe! Any ideas how they could pull this off?
__________________
Shifty Geezer ... 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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