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#1 | |
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Member
Join Date: May 2002
Location: Austria
Posts: 696
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Quote:
Now, I'm not saying that screen-space AA techniques are a cure-all -- I've worked with them too much for that. There are a number of problems that have been lamented in the relevant literature since the 90s at least, and I'll try to summarize them here: The one that's simple to see and has already been mentioned in this thread is whenever you have some feature that is sub-pixel size: you get exactly as much flickering as you would without any AA, since the edge detection doesn't have anything to work with. This is a general problem with the method, but it doesn't decrease IQ below the previous state - it just doesn't improve it. The second is harder to see (only in videos), but arguably a bigger inherent problem since it could decrease perceived image stability. What happens is that a slight (1 pixel) change can affect how a whole edge is interpreted. So what you get is a very different edge from one frame to the next, and maybe flickering back and forth between those states. (As opposed to only a single pixel flickering without any AA) The third problem is not inherent to the technique, but only to the specific implementation used here. Since they use only luminance, they miss hue/saturation edges. (see my previous post) I think this is not a bad trade-off on current hardware, since I also had a rather difficult time finding those edges at native resolution. It's also a problem that could be solved easily at some additional cost by also looking for Hue/saturation edges. Then there's a fourth problem with this particular version that I don't get at all: Them filtering the UI. This has some really ugly effects on stuff like circles and fonts and is completely unnecessary. Anyway, the edge quality for sufficiently large feature sizes is still superb particularly considering the computational cost, if you can live with the minor drawbacks. |
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#2 | |
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Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 1,524
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Quote:
http://images.eurogamer.net/assets/a...ng_000.jpg.jpg I wish the lighting was the same on each pic, but either way it still looks like the PS3 version is being overly softened. The AA looks better on the PS3 pic, but to me many texture details have been sacrificed to attain that. Admittedly I tend to be very sensitive to that, I really notice it on games like AC2, RE5, etc that look much softer on PS3 and it bugs the heck out of me. It's also why I have an extreme disdain for quinqunx aa. I'm wondering if using both luminance and Z is the better way to go. It would take some more bandwidth to shuttle Z data over to spu, but after that some simple Z checks could spare the textures the detail loss. |
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#3 | |
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Regular
Join Date: Jun 2005
Posts: 15,821
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Quote:
That link was posted in the previous page.
__________________
Ask them if they like Rez... or Robotron... or guitar-based rock music... or art projects... or... life. If they say yes to any of these things, then tell them to shut the fuck up and go play Everyday Shooter because it will make them happy to be alive. -- DeceitDecide@GAF |
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#4 |
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Senior Member
Join Date: Feb 2007
Posts: 1,154
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Looking at it in motion, I think it's a real leap. It is fair to say that the general make-up of the game means that the 0xAA on 360 isn't at all ugly, but side-by-side with the PS3 version, it's amazing just how smooth this technique looks. It's a blend, not a blur, and it's hugely impressive with just a few "odd" artefacts.
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#5 |
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Interwebz Hijacker !
Join Date: Mar 2009
Location: Gran Pulse
Posts: 1,748
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Can we have an indepth analysis or dev interview for this in near future ?
It'd be real interesting to hear about this blend technique & its cost.
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wookies love cookies ! |
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#6 |
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ಠ_ಠ
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Going by what was said at Neogaf, I wouldn't think we'd get much more than our discussion here.
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"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
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#7 |
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Member
Join Date: Jan 2007
Posts: 276
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For those interested in learning a little more about this technique, here is an interesting article on MLAA:
http://visual-computing.intel-resear...tions/mlaa.pdf |
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#8 |
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member
Join Date: Feb 2002
Posts: 5,066
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This could be a must-have feature in the next generation of consoles though. Combined with at least 2x (but preferably 4x) MSAA, it could almost completely eliminate aliasing, which is one of the main differences between realtime and offline CG image quality.
The hardware engineers should pay very close attention to this issue so that they won't design an architecture that'd work against its efficient implementations.
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My opinions do not represent that of my employer blah blah etc. |
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#9 |
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ಠ_ಠ
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There are papers that go back farther into the early 90s too, not unlike many other techniques described (even earlier) in the literature but only now just being used in real-time interactive situations.
__________________
"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
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#10 | ||
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Naughty Boy!
Join Date: Oct 2009
Posts: 180
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Quote:
Quote:
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#11 |
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ಠ_ಠ
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Of course it'll work on a CPU... performance will be the issue instead.
__________________
"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
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#12 | |
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Naughty Boy!
Join Date: Oct 2009
Posts: 180
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Quote:
What about fixed flexible AA hardware. A daughter die on future GPUs to handle physics or aa or some other specialized function designed with some flexibility Last edited by semitope; 09-Dec-2009 at 18:26. |
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#13 |
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Senior Member
Join Date: Jul 2008
Location: camping with a mauler
Posts: 1,764
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#14 |
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Member
Join Date: May 2002
Location: Austria
Posts: 696
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#15 |
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Member
Join Date: May 2002
Location: Austria
Posts: 696
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I agree that there is a bit of blurring (and just general processing) going on in Saboteur where there shouldn't be, including the UI (which I already commented on). It's a general trade-off with a purely image based method between finding too many "edges" (and thus blur) and missing some of them, and I think they may have gone a bit too far into the former direction. Still, it's the first implementation we see in a retail game and I can't blame them too much considering how much interest it has (IMHO finally) generated in this topic.
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#16 |
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Member
Join Date: Feb 2009
Posts: 166
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This sounds cool. Is this method able to be slapped on for games already in progress, or would you developers need it from the start?
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#17 |
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Member
Join Date: Nov 2008
Posts: 710
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720p at one bpp is 920kb, so they're most likely processing one quarter of the image at a time on a SPU. I wonder if 1 SPU is enough fast enough to do 4 passes including loading new data into the LS, or do they use 2 SPU's, or 4?
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#18 | ||
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Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 1,524
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Quote:
Quote:
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#19 | |
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Member
Join Date: Feb 2009
Posts: 166
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Quote:
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#20 |
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Member
Join Date: Oct 2009
Posts: 232
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So this kind of AA can also be done on 360?
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#21 | |
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Naughty Boy!
Join Date: Oct 2009
Posts: 180
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Quote:
I am wondering that as well, and how? Also what reason could there be to not work msaa into the 360 and PC builds? In the case of the PC version at least it is strange, unless its a direct port of the 360 version which would leave it with whatever reason there is no aa on the 360. |
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#22 | |
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Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 1,524
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Yup.
Quote:
Implementing this form of AA on 360 turns out to be fairly easy, easier than it would be on PS3. You don't have to carve up data, dma it back, none of that stuff. Think about it, you already have all your post process buffers sitting there in main memory, full Z, reduced Z, color, luminance, all of them totally accessible to the gpu. Just sample them in shader, easy as pie. The catch on the PS3 side is that you have to have enough spu time to spare. The catch on the 360 side is that you have to have enough gpu to spare. The reason to leave it until later in the process on 360 is to wait until your post process steps are nailed down. Then you can take advantage of it's gpu and fit the AA steps into gpu idle time in post process. It's been mentioned other times that sampling does not affect alu's on 360 unlike on PS3, so on 360 you want to move the workload around where it can be absorbed the most. You are more likely to know where the idle times are later in the project after your post process steps are more complete. |
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#23 |
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Member
Join Date: Oct 2008
Posts: 754
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From what I have readen in neogaf, 360 The saboteur version too use this filter but SPE give more result with this tech (the author at least said that in the reply.)
Last edited by assurdum; 10-Dec-2009 at 16:27. |
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#24 |
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Member
Join Date: Nov 2008
Posts: 710
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I'm wondering why are there so many games without MSAA on 360 if it's indeed free, are programmers truly that pressed for time? For example why didn't Pandemic use the free MSAA for Saboteur, since they had plenty of time to come up with this unique post process solution in the PS3 version? Come to think of it, it's not even in the PC version where power isn't a concern.
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#25 | ||
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Senior Member
Join Date: Feb 2002
Posts: 2,675
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Quote:
Quote:
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"I see Subversion as being the most pointless project ever started." Linus Torvalds |
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