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#201 | |
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Member
Join Date: Dec 2009
Posts: 142
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It's MLAA, AWESOME!
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#202 | |
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Regular
Join Date: Jun 2005
Posts: 15,821
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Nice find ! Great to see more people using the technique. Will definitely pay attention to the AA once I have the game.
This sounds useful too: Quote:
__________________
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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#203 | |
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Member
Join Date: Dec 2005
Location: Japan
Posts: 169
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Hi,
Excellent find. I'm glad to see the Gow III devs are so open to answering user inquiries. Quote:
it would be nice to see it rolled into the SDK. I'm even more hyped for this game now. Can't wait to feel my eyes pop out Oninotsume |
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#204 | |
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Junior Member
Join Date: Jan 2009
Posts: 85
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#205 |
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Junior Member
Join Date: Mar 2009
Posts: 40
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In fact, if someone achieves that goal (a fast and cheap way of handling transparencies in PS3) that would help programmers of multiplatform games a lot. Nowadays, that thing seems to be the main problem when porting a game from XTS to PS3.
In some ways, the SPUīs are allowing programmers to make things in ways no one really expected. It could be considered a fault in GPU hardware design (RSX being a bit rigid) or an achievement in system design. May be both. Well, to my taste is complex but interesting. As we say in Spain "el hambre agudiza el ingenio", being hungry makes us smart... I suppose some programers prefer the other way. I probably would. Nevertheless, itīs interesting. |
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#206 |
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Member
Join Date: Nov 2008
Posts: 710
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If PS3 transparencies are an issue, why does frostbite engine have the exact opposite issue, with the snow covered trees looking noticably worse on the 360? I also think quarter resolution is a satisfactory method of dealing with transparencies in the PS3.
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#207 |
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Interwebz Hijacker !
Join Date: Mar 2009
Location: Gran Pulse
Posts: 1,748
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I think a quater reso with MSAA applied & slight blur or haze to transparency (KZ2) is just perfect for most games.
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wookies love cookies ! |
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#208 |
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Senior Member
Join Date: Jan 2003
Posts: 1,529
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#209 |
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LittleBigMod
Join Date: Dec 2004
Posts: 18,983
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Thanks _phil_. That actually makes sense! Although 20ms to add AA is damned expensive.
Edit : Actually it doesn't make sense. 60fps afford ~17ms per frame. 20ms of AA processing just isn't possible! 4 frames would take 80ms, which would be 5 frames at 60fps. The only way I can see it working is if he really means that it adds 4ms of latency due to 4ms processing time. That amounts to a kinda weird total of 20 ms as 16ms to generate the frame plus 4ms to apply AA, but during that 4ms the next frame is being generated, such that the game runs at 60fps with a 4ms lag added to the time taken from updating the game to creating the current frame image.
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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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#210 |
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Regular
Join Date: Jun 2005
Posts: 15,821
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Can you stuff even more "ms of work" to the SPUs ? Or are they all overwhelmed in GoW3 now ? What other improvements/problems/regrets would you overcome if you were to take another stab at it ?
__________________
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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#211 |
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Member
Join Date: Mar 2008
Posts: 139
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#212 |
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LittleBigMod
Join Date: Dec 2004
Posts: 18,983
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Ahh, right. Still sounds expensive (20ms figure is a bit dumb. Are we going to count current GPU times in the hundreds of ms because they have so many shaders!) compared to hardware MSAA, especially at 60fps, but the quality seems worth it.
__________________
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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#213 | |
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Member
Join Date: Mar 2008
Posts: 139
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Quote:
"Example": I have 100ms of SPU time at 60Hz and I budget up to 20ms for a piece of code. Maybe I just run it on 2 SPUs and get 10ms latency. Or I put it on 5 and get 4ms. That decision will depend on scheduling needs, but I still know how much SPU time I've committed. Still sounds dumb? |
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#214 |
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Member
Join Date: Nov 2008
Posts: 710
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Considering the ps3 architecture, I'd say 20ms total spu time is less valuable than 5ms rsx time, not to mention the much better quality.
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#215 |
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LittleBigMod
Join Date: Dec 2004
Posts: 18,983
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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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#216 | |
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Regular
Join Date: Jun 2005
Posts: 15,821
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I agree with Shifty. I took 20ms to be the end-to-end duration. So it's 4ms in duration (over 5 SPUs) vs 5ms on RSX ? Same quality output ?
EDIT: Don't quite understand his follow up: Quote:
__________________
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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#217 |
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Member
Join Date: Nov 2007
Location: Castellon de la Plana
Posts: 152
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For better or worse, Sony really like maying funny/bizarre machines.
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#218 |
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Regular
Join Date: Dec 2004
Posts: 5,653
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I read it as ~4ms from start to finish when doing it on 5 SPUs. Occuping 5 SPUs for 20ms per frame each in a 30fps game (33ms per-frame budget) would be far too much.
They previously said this was 5-6ms faster than doing 'regular' AA on GPU (I guess 2xMSAA given that's what they were using before). So I take that to mean 5 SPUs doing MLAA = less than half the cost of 2xMSAA on RSX. On a side note, by way of comparison...although it's likely not apples-to-apples, Intel reported performance of ~46ms of processing time on a single 3Ghz Intel core with its MLAA implementation (for a 720p frame - 20m pixels per second). A single SPU with Santa Monica's implementation would be ~20ms. |
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#219 | |
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Junior Member
Join Date: Jan 2009
Posts: 85
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#220 |
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Regular
Join Date: Jun 2005
Posts: 15,821
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Yes, I understand this to be the best case scenario (All 5 SPUs start and run at the same time with no/trivial dependency between them). In this case, the RSX would take 9ms or so to complete.
EDIT: Ha ha, the local store is to sidestep slow global memory access. The split memory pool is a little awkward. Other than those 2 features, heterogeneous computing, more cores, the EIB and NUMA are not uncommon in high performance computing today.
__________________
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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#221 | |
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Member
Join Date: Dec 2009
Posts: 142
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#222 |
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Member
Join Date: Jun 2005
Location: IDF France
Posts: 2,458
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It's interesting that the "close to mlaa"/"custom AA/AAA(analytical anti-aliasing) used in the in Metro 2033 is done by xenon which backup earlier Joker454's claims on the matter
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What's trying to be a bunch of presentations |
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#223 | |
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Member
Join Date: Mar 2008
Posts: 528
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Also, I wonder how close Metro 2033 has come to a subset of the MLAA paper that the Saboteur implementation uses. |
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#224 |
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Member
Join Date: Nov 2008
Posts: 710
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This is from the Metro 2033 article:
The closest explanation of the technique I can imagine would be that the shader internally doubles the resolution of the picture using pattern/shape detection (similar to morphological AA) and then scales it back to original resolution producing the anti-aliased version. It's a little hard to understand, but what I took away from this is that it only identifies regions where there could be edges that need AA and then renders those regions at double resolution before resizing. I guess you could call it selective 2xSSAA. |
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#225 |
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Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 1,099
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What interests me: it should be also possible to use the GPU to do this MLAA stuff, right?
A GPU should potentially be faster compared to CELL in number crunching stuff? If CELL needs 20ms...and they save 5ms GPU time: How many ms would MLAA cost on RSX in comparison... In other words...is MLAA in general a faster algorithm compared to MSAA (with even better quality), or is its advantage solely that the CPU can be used to do it, freeing up GPU?!
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I bid farewell with a rebel yell... |
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