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.
![]() |
|
|
#26 |
|
Member
Join Date: Feb 2002
Location: Norway
Posts: 239
|
What's up with this question? Experiment and see for yourself what you prefer.
|
|
|
|
|
|
#27 | |
|
Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,764
|
Quote:
Reverend had a small article about negative LOD adjustments once and their side-effects; there using too aggressive negative LOD adjustments will create or increase (already existing) texture aliasing. As for the original question of this thread it depends on way too many factors which have been mentioned already, like applications used, size of the monitor, antialiasing methods or even sampling grids etc etc. IMHO those that have been and still have more a preference for Supersampling AA, can't mostly stand nasty side effects like texture aliasing, moire, pixel popping or any other possible noise in rendered scenes. There instead and in most cases a good MSAA sampling pattern and a fair amount of advanced texture filtering samples in combination with very high resolutions can eventually cure most problematic cases. Presupposition the accelerator can actually handle it. Seeing the original poster considering an ultra high end card, the above combination shouldn't be an issue at all with most current games. In a worst case scenario where the game is already fillrate limited (which is rare actually) 6xAA is more than plenty for edges even in 1024*768, since the effective EER should be (if I'm not having a brainfart again) in the 6144*4608 league. |
|
|
|
|
|
|
#28 |
|
...
Join Date: Feb 2002
Location: Cleveland
Posts: 4,233
|
For UT2003, I run at 1024x768 6xAA 8xAF on 9700Pro AMD ~3100+[11x200FSB], 1Gig memory, WinXP-SP1. I find that gives me extremely smooth and playable framerates even in intensive botmatches. When I use my LCD I run 1280x1024 4xAA 8xAF.
Now adays it shouldn't be a question of one or the other, but what balance between the two.
__________________
IBSL: 2835, 6541, 8531, 9299, 20484, 86985, 87130 FBSL: 7221, 9255, 15892, 20484 |
|
|
|
|
|
#29 |
|
Naughty Boy!
Join Date: Jan 2002
Posts: 3,266
|
Here is what I did many years ago to show off AA in motion in a V5 5500PCI review :
http://www.beyond3d.com/misc/reveren.../NFS5demo.html Be patient however... for it to work, it needs to load 51 images totalling about 3.8MB I'm only posting this because it seems there are still millions of folks out there that don't seem to give AA its due importance :? 8) Gawd... Dave is gonna kill me for the bandwidth overload...
__________________
Reverend Dev Anon : Best game ever? Hmm... you mean other than anything from us? (2005) |
|
|
|
|
|
#30 |
|
Member
|
to me it matters on the game, in a fast paced fps I dont see the need for AA I dont even notice it! But I do notice AF still so if performance is a prob first thing I get rid of is AA. In other games like flight sims AA makes an ugly thing a wonderful thing so it definetly has its place!
|
|
|
|
|
|
#31 | |
|
Senior Lurker
Join Date: Feb 2002
Posts: 1,326
|
Quote:
If you are moving fast, all that does is make the jaggies sparkle more. No thanks. |
|
|
|
|
|
|
#32 |
|
Member
Join Date: Feb 2002
Posts: 163
|
Well although many will probably disagree I honestly believe you could get away with a negative lod and high level of FSAA. This would give a very close comparison between high AF and high FSAA but would save on the AF penanlty. Although pixel shimmer can become a problem the high FSAA (i.e. 4*) on the V5 removed that quite nicely. I'm not sure that the R300/R350s FSAA would but I wish I had a lod bias to play with. Anyway, thankfully the 9700Pro makes mince meat of the two settings (for now at least) so I play UT 10*7, 6*FSAA, 16*AF.
Although having read the recent threads on AF panel settings application mode/quality mode etc I wonder what I've been getting anyway? In short, FSAA is a must but so are clear [edit, sharp] (shimmer free) textures! : ) |
|
|
|
|
|
#33 |
|
Trollipop
Join Date: May 2003
Location: Australia
Posts: 1,630
|
AF all the way unless your running a really pathetic resolution ( or really big display ) if you got low res it prolly cause of preformance reasons and then u don't want AA/AF. I personally find 1 problems with the R300 and AF ( well on 16x atleast ) the LOD bias on mipmaps seems to be to high or something as I get alot of noise :/
|
|
|
|
|
|
#34 | |
|
Member
Join Date: Mar 2003
Posts: 595
|
Quote:
|
|
|
|
|
|
|
#35 |
|
Monochrome wench
|
I'll take a moderate amount of FSAA and Aniso rather than take an all of one, nothing of the other approach. I'll use 4x FSAA and 8x Aniso if higher settings are slow.
But, if i was forced to choose between the two, I'd go for FSAA. I've been using it for far too long now to go back. |
|
|
|
|
|
#36 | |
|
Naughty Boy!
Join Date: Jan 2002
Posts: 3,266
|
Quote:
Most folks don't "like" FSAA because of the performance hit, which is more than simply upping the rez.
__________________
Reverend Dev Anon : Best game ever? Hmm... you mean other than anything from us? (2005) |
|
|
|
|
|
|
#37 | |
|
Monochrome wench
|
Quote:
Then there are other hardware limitations. I'm using a 17" monitor and I can't run at 85Hz in any res above 1024x768, so that is what I play at. Then... then of course, there is the other one... for a vast majority of the time I'll probably be CPU limited, so the hit for FSAA is relatively small. Now, if the question required that i have to use bilinear filtering with FSAA, vs trilinear anisotropic with no FSAA, then things would be different. I find the mipmap bands with standard bilinear filtering totally irritating. |
|
|
|
|
|
|
#38 |
|
Oz Yak
Join Date: Feb 2002
Location: US of A
Posts: 2,513
|
Colourless, not actually getting into the UT2003 bi/tri debate are you?
|
|
|
|
|
|
#39 |
|
Member
Join Date: Mar 2002
Location: Bristol, UK
Posts: 781
|
FSAA has less of a hit than upping the res on modern cards.
I've noticed that 1600x1200 4xAA is about the same speed as 2048x1536 no AA on my 9800pro, 2048 normally has higher maxes and lower mins though, |
|
|
|
|
|
#40 | ||
|
Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,764
|
Quote:
Quote:
Supersampling is a more "two in one" sollution compared to MS/AF, yet with recent fillrate (and partly bandwidth) saving sollutions of the latter, the influx on fillrate with SSAA is simply not worth it. Besides I don't think that Supersampling alone cures texture aliasing entirely in a problematic case, an oversampled SSAA+AF combination only would. By the way the default LOD on the V5 was quite a bit lower than on other cards, even more the recent ones. LOD adjustments can be made on recent high end cards, I use a more conservative (positive) setting for both APIs most of the times. Finally just using Multisampling with no AF is unacceptable IMO. |
||
|
|
|
|
|
#41 | |
|
Monochrome wench
|
Quote:
|
|
|
|
|
|
|
#42 | |
|
The Wii is mine! Oh, and PS3 too
Join Date: Feb 2002
Location: Brooklyn, NY
Posts: 1,913
|
Quote:
Thanks everyone. I've pretty much settled on 4xAA and 16xAF. In botmatches I get a little slow down every once in a while, but it's rare. My eyes literally popped out of my head when I saw the difference in UT2K3 between no AA/AF and 4xAA/16xAF. Lord. Like a whole new game.
__________________
"We must scrupulously guard the civil rights and civil liberties of all citizens, whatever their background. We must remember that any oppression, any injustice, any hatred, is a wedge designed to attack our civilization." -- Franklin D. Roosevelt |
|
|
|
|
|
|
#43 |
|
Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,764
|
Uh oh MSAA without AF?
Of course is it a pure personal preference, but for me the following is a nah uh: http://users.otenet.gr/~ailuros/4MSAA.jpg ...while I could still live with that (just to illustrate the difference) in a worse case scenario: http://users.otenet.gr/~ailuros/16AF.jpg |
|
|
|
|
|
#44 |
|
Join Date: May 2002
Location: New York, NY
Posts: 12,678
|
Supersampling improved texture quality as well as edge quality.
Anisotropic filtering is best used in conjunction with MSAA, so that one can have better edge quality and better texture quality for the same performance. MSAA offers better performance because the only significant hit is on memory bandwidth. Anisotropic filtering offers better performance because it only adds texture samples for those pixels that need it (whereas SSAA is global). MSAA and anisotropic filtering are best used together because MSAA primarily impacts memory bandwidth, while anisotropic filtering primarily impacts fillrate. This means that enabling one or the other alone will have less of a relative performance hit than enabling both together. We should not have to choose between them. They affect different aspects of image quality, and should both be used.
__________________
April 20, 1979 - America must never forget. |
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|