Recent content by poly-gone

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    Shader Model 2.0b and 3.0

    Shader model 2 offers a maximum instruction count of 96. Shader model 2.x offers a maximum instruction count that varies from a minimum of 96 to a maximum value depending on the IHV. So technically longer shaders can run on Shader model 2.x hardware. But there's a catch, shader model 3 offers...
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    SSAA vs. MSAA debate

    Another implementation of SSAA I'm thinking of implementing is using an accumulation buffer, rendering the scene from jittered camera viewpoints and averaging them. But I was wondering, could a z-compression technique be employed with this idea? One optimization would be to use a single...
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    SSAA vs. MSAA debate

    I tried that once a while back, and it wasn't exactly "straightforward". The problem is that you need to straight away render the edges to an upsampled buffer, otherwise, if you render the "colored" scene to a bigger buffer, the whole point of efficient multisampling is lost. Most edge detection...
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    SSAA vs. MSAA debate

    Ah, no, it's not an extended bi-linear filter. The sampling is still effectively done at 4 times (instead of 16 due to 4 sets) the frequency of the initial aliased image, so it does satisfy the Nyquist criterion, and hence looks better than ordinary filtering.
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    SSAA vs. MSAA debate

    Same resolution, otherwise it would become no different than super-sampling. I sample 4 pixels at a time, in 4 sets, thus giving me a 16 tap kernel and average them.
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    SSAA vs. MSAA debate

    You mean performing hardware style MSAA in software? It can be approximated, but you'd need to use an edge detection filter to extract the edges of all polygons, in order to antialias them without compromising the shading "power" or wasting computations on intra-polygon regions. And use...
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    HDR + per pixel shadowing

    High dynamic range is nothing more than improving the dynamic range of luminosity of an image. It just so happens that in RGB color space, the luminosity and "chrominosity" are tied together, and thus the false notion that the "color" itself ranges beyond 1 in HDR. Shadowing is simply the...
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    SSAA vs. MSAA debate

    Oh ho ho! Cool it dude. You're not the only one with graphics knowledge around here. It doesn't have ZERO similarity to it, BECAUSE IT IS MULTISAMPLING without all the extra hardware-based optimizations. And if one could accurately replicate the MSAA technique that the hardware does, obviously...
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    SSAA vs. MSAA debate

    Hmmm... true. But that would apply to a game, not my demo though :). It's not "fully custom MSAA" per se, since I obviously cannot employ z-compression or tiled/memory optimized offscreen buffers, it's just that the sampling is done that way. This "subsitute MSAA" is of course what games...
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    SSAA vs. MSAA debate

    Thanks :). So if scanout bandwidth hit was bigger than the others, then wouldn't the bandwidth hit increase with increase in framebuffer size? AA is all custom. In the case of SSAA, I render to a bigger target and downsample it using StretchRect (I use the pixel shader downsampling method for...
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    SSAA vs. MSAA debate

    Could you elaborate on that please. I'd like to know how :). About 35-40 on an average, more in the case of shadow receivers. All textures (except the normal maps) use DXT5 compression. If done manually in a shader instead of "on the hardware", it is taxing to fetch 16 samples. Same holds...
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    SSAA vs. MSAA debate

    Theoritically yes, but bandwidth limitation most likely occurs when you have large textures (with an equivalently high number of random fetches), high poly scenes and a frigging huge framebuffer. None of those are present in my scene. I use 3 textures for the terrain, 4(+2) for my water (2...
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    SSAA vs. MSAA debate

    HDR becomes a bandwidth limitation at high resolutions, but at 1024x768 (with the SSAA map being 2048x1536) it's not that much of a bandwidth thing. Once you combine this with soft-edged shadow mapping (at 1024x1024), you'd be burning your fillrate like hell.
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    SSAA vs. MSAA debate

    OK, time out. You guys really have to read my posts more clearly. I think there has been a major misunderstanding here. PLEASE READ MY POST AGAIN, it says "5 fps lesser with 2x SSAA THAN with 4x MSAA" and not "small hit with SSAA". Does that make sense?
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    SSAA vs. MSAA debate

    On the contrary, I wrote the code so I perfectly know what's going on and what it's limited by. And in fact, IT IS FILLRATE LIMITED because I'm using both HDR Rendering and performing soft-edged shadow mapping (1024x1024 SM).
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