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Old 29-May-2010, 12:15   #476
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Originally Posted by AlStrong View Post
If 2x already costs around 5ms with single cycle on the ROPs(G7x)... 4x must be pretty heavy on RSX...

And then there`s the memory overhead... (not so much on 360 due to the resolve op from edram to GDDR3)
The next game which will use 4xMSAA should be Brink (thanks to support of a developers of Heavenly Sword in the team); maybe he has found a 'trick' to use 4xMSAA on the ps3...but with MLAA I really don't care more of 4xMSAA on the ps3
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Old 29-May-2010, 21:04   #477
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Originally Posted by assurdum View Post
The next game which will use 4xMSAA should be Brink (thanks to support of a developers of Heavenly Sword in the team); maybe he has found a 'trick' to use 4xMSAA on the ps3...but with MLAA I really don't care more of 4xMSAA on the ps3
well 4xMSAA looks way much better than GoW MLAA.
i think 2x looks better too. much more consistent, imho.
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Old 29-May-2010, 22:19   #478
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Originally Posted by i nerini del buio View Post
well 4xMSAA looks way much better than GoW MLAA.
i think 2x looks better too. much more consistent, imho.
You are crazy! Did you only play the GoW demo or something? Because that's 2xMSAA, and the difference between that and the final code's MLAA is huge.

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?
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Old 29-May-2010, 22:30   #479
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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.
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Old 29-May-2010, 22:37   #480
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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.
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Old 30-May-2010, 00:54   #481
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Originally Posted by i nerini del buio View Post
well 4xMSAA looks way much better than GoW MLAA.
i think 2x looks better too. much more consistent, imho.
Ok, that's just wrong.
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Old 30-May-2010, 01:05   #482
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Originally Posted by i nerini del buio View Post
well 4xMSAA looks way much better than GoW MLAA.
i think 2x looks better too. much more consistent, imho.
wat Based on what? The MLAA has similar edge of 16xAA, sure has its limits but overall is a lot better of simple 2 or 4x MSAA...

Last edited by assurdum; 30-May-2010 at 01:18.
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Old 30-May-2010, 02:45   #483
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wat Based on what? The MLAA has similar edge of 16xAA,
It does???
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Old 30-May-2010, 03:17   #484
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It does???
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
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Old 30-May-2010, 07:22   #485
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Originally Posted by Arwin View Post
You are crazy! Did you only play the GoW demo or something? Because that's 2xMSAA, and the difference between that and the final code's MLAA is huge.

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?

gow 3's art style hides jaggies very well. 4xAA is better then mlaa any day of the week.
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Old 30-May-2010, 08:36   #486
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Quote:
Originally Posted by zaftxx

gow 3's art style hides jaggies very well. 4xAA is better then mlaa any day of the week.
Your opinion seems to go against general perception, so maybe you can show us?
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Old 30-May-2010, 09:13   #487
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Originally Posted by Alucardx23 View Post
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
As I understand, Saboteur's AA uses luminance to detect edges, causing artifacts in some cases (e.g., red bordering brown). MLAA uses a more sophisticated edge detection technique and should give more consistent result. Should play GoW3 to appreciate its smoothness. I only hope some day, Gran Turismo can use it.
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Old 30-May-2010, 09:26   #488
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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?
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Old 30-May-2010, 09:45   #489
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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.
Quote:
Originally Posted by zaftxx View Post
gow 3's art style hides jaggies very well. 4xAA is better then mlaa any day of the week.
I don't think anyone would agree with that, so can you tell us why you think so ?
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Old 30-May-2010, 09:48   #490
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The Saboteur uses luminance to detect edges...but how does it smooth them? It's not blurring. It's not MLAA. What is it?
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Old 30-May-2010, 09:57   #491
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Originally Posted by zaftxx View Post
gow 3's art style hides jaggies very well. 4xAA is better then mlaa any day of the week.
That's plainly not true, at least not in terms of long-edge jaggie reduction (the technical reasons for choosing one form over another are very platform-centric). 4xMSAA gives 4 discrete intensity steps along a near horizontal edge, best case eing a good averaing but with limited sampling patterns these averages can be non-ideal. Whereas what's been shown of MLAA so far generates an almost line-drawn algorithm quality AA with smoothly progressive intensity. Look at the very-nearly horizontal wall in the background - you couldn't tell it's not horizontal without zooming in because the AA hides the vertical displacement so well...
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.
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Old 30-May-2010, 10:19   #492
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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.
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Old 30-May-2010, 10:52   #493
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i think one case where 4xmsaa will destroy mlaa is for far objects especially fences and wires (any very thin items)
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.
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Old 30-May-2010, 11:02   #494
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Originally Posted by Shifty Geezer View Post
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.
is something like that complicated to implement
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Old 30-May-2010, 11:39   #495
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Originally Posted by Kasersky View Post
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.
I wonder what would happen with games that use A2C where MSAA "smooths" out alpha. Also MSAA+TSAA will in most games result in the best option if possible becouse you get AA alphas and geometry.

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.
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Old 30-May-2010, 11:52   #496
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Originally Posted by Nebula View Post
I wonder what would happen with games that use A2C where MSAA "smooths" out alpha.
i thought thats why they did 4xmsaa for alan wake
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Old 30-May-2010, 12:32   #497
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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..
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Old 30-May-2010, 13:54   #498
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Originally Posted by Kasersky View Post
i thought thats why they did 4xmsaa for alan wake
Yes.

Quote:
Originally Posted by N_B View Post
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..
Maybe they skipped A2C as the final version but still seems to have aliased hair. But the thing I was wondering is since textures with alpha have solid texture surface but with alpha to decide which areas are transparent then, Would it even be possible to detect which areas are non transparent/detail pattern within texture?

Last edited by Neb; 30-May-2010 at 14:01.
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Old 30-May-2010, 14:41   #499
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Originally Posted by Alucardx23 View Post
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
It's not based only on this statement; the step by step analysis with MLAA indicated similar edge of 16xAA resulted although is a total different AA method with different limits of course. The saboteur technic from what I have understood is 'similar' to MLAA to detected aliasing edge but indeed use morphologic method use a simple blur filter (at least based on the explanation of SMS reading in DF)
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Old 30-May-2010, 15:35   #500
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Originally Posted by assurdum View Post
It's not based only on this statement; the step by step analysis with MLAA indicated similar edge of 16xAA resulted although is a total different AA method with different limits of course. The saboteur technic from what I have understood is 'similar' to MLAA to detected aliasing edge but indeed use morphologic method use a simple blur filter (at least based on the explanation of SMS reading in DF)
From where else are you taking the 16XAA quote from? I understand that MLAA must offer a similar or better technique that the one used on saboteur when it comes to remove aliasing, but I have not seen a comparison to normal MSAA as in Saboteur.
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