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.
![]() |
|
|
#476 | |
|
Senior Member
Join Date: Oct 2008
Posts: 1,567
|
Quote:
|
|
|
|
|
|
|
#477 | |
|
Junior Member
Join Date: Apr 2010
Posts: 83
|
Quote:
i think 2x looks better too. much more consistent, imho. |
|
|
|
|
|
|
#478 | |
|
Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,910
|
Quote:
MLAA is really in another league, I think. I'd have to see it in more games to be sure, but in God of War at least it looks phenomenal and the quality is just fantastic. Didn't you see the Digital Foundry feature? |
|
|
|
|
|
|
#479 |
|
Member
Join Date: Apr 2010
Posts: 391
|
GOW3 let's you play in almost bullshot-like quality.
http://www.gamersmint.com/wp-content...010/03/210.jpg http://images.gamersyde.com/image_go...-1708_0004.jpg http://www.gamersmint.com/wp-content...2010/03/56.jpg Simply, incredible. |
|
|
|
|
|
#480 |
|
Member
Join Date: Jun 2008
Posts: 534
|
I think he may have just played the demo or saw the game on a bad panel. The MLAA in that game gave it the best image quality of any console game to date without a doubt:
http://www.eurogamer.net/articles/di...ail-blog-entry My first playthrough was on a 100" projection and there were a handful of places where aliasing crept up. One of which was in the intro, which incidentally was just a movie. |
|
|
|
|
|
#481 |
|
Senior Member
Join Date: Jan 2007
Posts: 2,556
|
|
|
|
|
|
|
#482 | |
|
Senior Member
Join Date: Oct 2008
Posts: 1,567
|
Quote:
Last edited by assurdum; 30-May-2010 at 01:18. |
|
|
|
|
|
|
#483 |
|
Regular
Join Date: Oct 2005
Posts: 6,673
|
|
|
|
|
|
|
#484 |
|
Member
Join Date: Oct 2009
Posts: 379
|
I think the 16XAA comment came from the Digital Foundry article on the use of MLAA on Saboteur, but it was later found that Saboteur does not use MLAA, but edge-filter/blur, I haven’t heard the equivalent AA that MLAA offers.
"The PS3 rendition of Pandemic's The Saboteur is different though. It's special. It's trying something new that's never been seen before on console, or indeed PC, and its results are terrific. In a best-case scenario you get edge-smoothing that is beyond the effect of 16x multi-sampling anti-aliasing, effectively delivering an effect better than the capabilities of high-end GPUs without crippling performance." http://www.eurogamer.net/articles/di...-aa-blog-entry |
|
|
|
|
|
#485 | |
|
Junior Member
Join Date: Jan 2008
Posts: 69
|
Quote:
gow 3's art style hides jaggies very well. 4xAA is better then mlaa any day of the week. |
|
|
|
|
|
|
#486 | |
|
Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,910
|
Quote:
|
|
|
|
|
|
|
#487 | |
|
Regular
Join Date: Jun 2005
Posts: 25,017
|
Quote:
__________________
My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
|
|
|
|
|
|
#488 |
|
Member
Join Date: Oct 2008
Posts: 590
|
I hope so too (GT5 using GoWAA). At least if it does look better than 4xAA at 720P or 2xAA at 1080P upscaled.
GT5 however is mostly "ugly" through the lower res shadows (which have been getting constant upgrades since GT5P, though) and shader aliasing... the latter could look better with GoWAA, no? |
|
|
|
|
|
#489 |
|
Naughty Boy!
Join Date: Mar 2009
Location: Liverpool
Posts: 2,980
|
MLAA doesn't helps with shader aliasing, you need either super sampling or you need to do something with the shader itself if you want to eliminate shader aliasing.
I don't think anyone would agree with that, so can you tell us why you think so ?
__________________
wookies love cookies ! |
|
|
|
|
|
#490 |
|
Member
Join Date: Sep 2009
Location: New Zealand
Posts: 681
|
The Saboteur uses luminance to detect edges...but how does it smooth them? It's not blurring. It's not MLAA. What is it?
|
|
|
|
|
|
#491 | |
|
uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,073
|
Quote:
http://images.gamersyde.com/image_go...-1708_0009.jpg A case may be made for choosing 4xMSAA over MLAA in games that produce lots of artefacts with current MLAA implementations, but "any day of the week" seems a poorly considered generalisation to me, while 'GOW 3's art style hides jaggies very well" seems to be ignoring the high contrast moments that shining weapons against dark backgrounds produce, all cleanly AA'd. Plus as a post effect working on intensities, MLAA should work on HDR in fancy colour spaces. MLAA applied to HS should have produced better looking results with less AA failures that resulted in zero AA in the shipped game.
__________________
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. |
|
|
|
|
|
|
#492 |
|
Member
Join Date: Sep 2009
Posts: 302
|
i think one case where 4xmsaa will destroy mlaa is for far objects especially fences and wires (any very thin items) because the sampling will help from things from just simply disappearing into the distance but you can sorta make art assets in a way that favors mlaa like those fences in that pic you just posted.
Last edited by Kasersky; 30-May-2010 at 10:58. |
|
|
|
|
|
#493 |
|
uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,073
|
Absolutely. However, if we're going with smart rather than brute-force AA methods, IMO we should also shift rendering of distant objects away from the trinagle rasteriser. Anything less than a pixel in size can be rendered as a dot or thin-line using other drawing methods better suited to the task.
__________________
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. |
|
|
|
|
|
#494 | |
|
Member
Join Date: Sep 2009
Posts: 302
|
Quote:
|
|
|
|
|
|
|
#495 | |
|
Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
|
Quote:
I'll also wonder where ATI AA method 'edge detect' which tripples AA amount would place itself. 4xMSAA + edge detect is "12xAA", 8xMSAA + edge detect is "24xAA". Last edited by Neb; 30-May-2010 at 11:51. |
|
|
|
|
|
|
#496 |
|
Member
Join Date: Sep 2009
Posts: 302
|
|
|
|
|
|
|
#497 |
|
Member
Join Date: Sep 2009
Location: New Zealand
Posts: 681
|
The demo of GOW3 had some A2C, but in the final game those areas look significantly better with MLAA (the hair):
http://images.eurogamer.net/assets/a...s_Demo.jpg.jpg http://images.eurogamer.net/assets/a..._Final.jpg.jpg The MLAA could be doing wonders on the hair, but they could might just changed the way it's rendered.. |
|
|
|
|
|
#498 | |
|
Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
|
Yes.
Quote:
Last edited by Neb; 30-May-2010 at 14:01. |
|
|
|
|
|
|
#499 | |
|
Senior Member
Join Date: Oct 2008
Posts: 1,567
|
Quote:
|
|
|
|
|
|
|
#500 | |
|
Member
Join Date: Oct 2009
Posts: 379
|
Quote:
|
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|