itsmydamnation
Veteran
Can You make some screens and videos with comparison of FXAA, SMAA and MLAA? :>
i should be able to find time over the weekend, i guess the only issue is how much quality will be lost to youtube HD
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Can You make some screens and videos with comparison of FXAA, SMAA and MLAA? :>
i should be able to find time over the weekend, i guess the only issue is how much quality will be lost to youtube HD. might upload to somewhere else as high quality H264 (7000Kpbs ish) encodes.
AA methods are all destroyed by *any* video compression, even very mild, unless you zoom in on them massively. The temporal compression really messes with the ability to see temporal coherence, which is of the utmost importance for AA methods. Better to have an interactive demo.Can You make some screens and videos with comparison of FXAA, SMAA and MLAA? :>
AA methods are all destroyed by *any* video compression, even very mild, unless you zoom in on them massively. The temporal compression really messes with the ability to see temporal coherence, which is of the utmost importance for AA methods. Better to have an interactive demo.
More importantly, where is MSAA(/SSAA with MSAA patterns) on that list of compared techniques? I'm more curious how SMAA compares to MSAA than anything else since it claims to address subpixel stuff.
Of course it's bloody fucking ridiculous driver writers had to do behind the back of the game developers at the far less suited driver level what the game developers should have done inside the game engine ... that the driver MSAA code paths are fragile and prone to stop working on driver updates is hardly surprising.
We need to boycott any new PC games which don't support MSAA directly ... DX10.1 and DX11 offer enough API features to make it work, make it fucking work. Edge detection and postprocessing on top is fine and dandy, but get the basics right first.
This man has the right idea. Also, Etathron, what do you mean MSAA resolve breaks? In DX9 you can't resolve post-tonemap, IIRC, and tone-mapping is a somewhat non-linear op in itself, hence why it'd perceptually break AA when applied to an already resolved buffer...
Surely lossless compression can be used. FWIW, to evaluate AA in the past, I have used huffyuv (in "RGB" mode), followed by zip or equivalent to reduce the file size (as huffyuv doesn't have interframe compression).AA methods are all destroyed by *any* video compression, even very mild.
What you describe is supersampling, and it is a solution to elliminate aliasing of all sorts but it's extremely costly. If we had the processing power, rendering everything at 16x larger resolution (the two/four times larger you suggest isn't enough data to elliminate aliasing, and movies actually use 64x) and downsampling would give great IQ, but that's not technically possible. Hence we have to find alternative, low-cost tricks to elliminate the byproducts of lower-resolution sampling. None of these AA techniques being developed are to get best possible IQ, but best possible IQ within the very finite hardware we have to work with.Why it has never been used the Nyquist frequency theory to avoid video aliasing in 3D rendering?
So that to display on a 1080p monitor the GPU renders at 2160p and outputs at 1080p.
Like for digital audio.