Recent content by jlippo

  1. J

    Nvidia GeForce RTX 50-series Blackwell reviews

    Really depends on scene. If camera cannot go near enough to objects or near plane cuts polygons before highres mipmap levels are visible, sure. Just having a texture with high dimensions on a game with low resolution output, doesn't mean every texel isn't contributing to the image. We had a...
  2. J

    Digital Foundry Article Technical Discussion [2025]

    Yup, if MSAA/VRS is used the TAAU should be made aware of it. Would be awesome to teach neural to use 4xMSAA buffer as an input, should give amazing results, even if it's quite low result for upscaling output. For VRS, 2 bits per subsample quad to indicate coarse shading rate should be enough...
  3. J

    The old "Edge Anti Aliasing"

    It only affects edges, but it works on whole framebuffer without knowledge on edges.
  4. J

    The old "Edge Anti Aliasing"

    It seems to be the case in at least games like rogue galaxy. Not sure if one can adjust mipbias etc. Aliasing it caused is quite horrible.
  5. J

    The old "Edge Anti Aliasing"

    During early times, boards only did rasterization and texturing, so CPU did the vertex related workloads.
  6. J

    The old "Edge Anti Aliasing"

    Idea is basically rendering wu antialiased lines at edges of polygons. This most likely increases polygon size with additional pixel at edges. Sorting polygons were needed as always with transparency. During times of software rasterization most games already sorted them, so it was not such a...
  7. J

    Dino Crisis released on GoG. W11, modern DirectX rendering options etc

    Nice. Really liked DC2 back in the days and would love a proper remake. Might have to try the first one, really do not like shortcomings of Ps1 rasterization, so this should be nice.
  8. J

    Game development presentations - a useful reference

    Surface-Stable Fractal Dithering (source etc.)
  9. J

    B3D Upscaling Algorithm Test Suite

    I wonder if old accumulation buffer methods would be good for rendering ground truth images. (Render scene n times and average result.) This allows custom sample patterns and if needed a motion blur and DoF. (Quite sure it's used in Gran Turismo camera mode.) AA is also seperate from post...
  10. J

    Requirements to declare a game fully Path-Traced

    Has there been any talks on how games handle shading in RT? RT/PT has huge strain due shading all the hits, I would quess all sorts of caching and deferred methods could be quite usable in realtime RT. I know Manuka does shade non directional parts of shaders to vertexes of a tesselated...
  11. J

    Sony PlayStation 5 Pro

    I wonder how much of this is just PSSR being more reactive TAA solution to whatever developers have used before. We have seen problems mostly in games which have noisy input for TAA, perhaps PSSR was trained to handle changes as actual valid data, instead of smoothing over for several frames...
  12. J

    The Complete List of PC Ray Traced Titles with Classification

    Outside shutter and lense stack, these should be almost identical, right? We trace paths that leaves outmost lense. Lense moves through space and we jitter outgoing paths in during shutter being open and within circle of confusion. For game purposes open shutter time shouldn't usually be more...
  13. J

    The Complete List of PC Ray Traced Titles with Classification

    Yeah. I wonder when we will see first game with primary rays traced in a way to take account the DoF and motion blur. (Each ray with own time, location and direction when it leaves moving camera lense.) Things should become very interesting when ray reconstruction can take all this into account.
  14. J

    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    Looks like UE5 is finally getting decent transparency.
  15. J

    The Complete List of PC Ray Traced Titles with Classification

    Will be interesting to see what kind of RTGI. Perhaps it does something similar to Metro, first bounce traced in simplified world with no shading and probes for rest. (Or just probes all atound.)
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