Recent content by IrYoKu

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    Separable SSS

    Thanks for the comments! @hoom, there are no barriers at all. The skin shader itselft is extremely cheap. Using a so tessellated geometry on a game is probably now possible in DX11. The quality of other effects can be turned down for slow spec computers. And, this is important, when a face is...
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    Separable SSS

    Thanks! :-)
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    Separable SSS

    Hey guys, I'd like to share with you my latest skin reel: http://www.iryoku.com/separable-sss-released Hope you like it :) Jorge
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    Alternative AA methods and their comparison with traditional MSAA*

    Actually that is the worst case for all methods shown in the demo, MSAA and CSAA included =)
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    Alternative AA methods and their comparison with traditional MSAA*

    Please take into account that what we are showing in our demo is a worst case scenario. A very high contrast grid which can be moved very very fast. The performance numbers obviously cannot be taken into account, for that we already measured in real scenes and gave numbers in the paper ;-)
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    Alternative AA methods and their comparison with traditional MSAA*

    Forgot to say, the test only included forward shading engines, but they are already pretty high for MSAA 8x.
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    Alternative AA methods and their comparison with traditional MSAA*

    For our SMAA paper we got an average MSAA 8x cost of 5.4ms for various titles. Where the GPU was underused, the cost was zero; on high profile games the cost was as high as 7.7ms, which is half of the time for a 60 fps game. As of today, MSAA 8x on high profile deferred games is just not...
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    Alternative AA methods and their comparison with traditional MSAA*

    We tried to leverage the subsample information in various ways. The first thing we tried is applying MLAA on top of a resolved image. Unfortunately, this didn't work. Edge detection fails as the edges have much less contrast after the resolve; furthermore, even if you run the edge detection...
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    Alternative AA methods and their comparison with traditional MSAA*

    Yes, for the moment they only have a reasonable performance on PC. We think a stripped down version of SMAA T2x could work on the Xbox 360, we are waiting for a devkit to try it. Unfortunately, that is sometimes the reality. I hope now that the interface allows for an easier integration...
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    Alternative AA methods and their comparison with traditional MSAA*

    We're using the standard hardware patterns. Regarding subpixel features, using MSAA 4x + MLAA would yield similar results to MSAA 4x. MLAA does not help much with subpixel features, and if a regular approach is used it even makes things worse. We had to heavily modify MLAA to leave subpixel...
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    Alternative AA methods and their comparison with traditional MSAA*

    Yes, but depends on the mode: SMAA 1x is our enhaced MLAA implementation. SMAA T2x is temporal SSAA 2x + MLAA. SMAA S2x is MSAA 2x + MLAA. SMAA 4x is MLAA + TSSAA 2x + MSAA 2x. We're working on a T4x temporal mode, but it's really hard to eliminate ghosting trails in low framerates...
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    Alternative AA methods and their comparison with traditional MSAA*

    Hi all, I'm one of the authors of the SMAA paper (Jorge Jimenez). There is a really interesting discussion ongoing here, so I thought it would be fantastic to participate! I'd like to clarify some issues that have been raised in this topic; for the sake of brevety, I won't quote specific...
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