Alternative AA methods and their comparison with traditional MSAA*

Yeah, also the bright spots on the right shoulder armor and the arms with chains, along with that bright spot on the cliff, etc.
 
Does someone have access to caps from similar sections in the demo that ran at 2xMSAA to compare with the MLAA caps? It would be interesting to compare.
 

Helios_Demo.jpg.jpg


Helios_Final.jpg.jpg


A significant difference.
 
I would say it's at least double the AA quality up close. You can really tell on Kratos should armor.

OT: Also, I just noticed they rounded out his triceps. They look a lot more natural, now. It seems they did more character model improvements as well. :)
 
Besides the obvious lack of dithering on Helios' hair, the high contrast edges between of Helios' eyes, mouth and the light are much better handled with the MLAA. It's a Saboteur level improvement...
 
When I look closer the difference seems huge I can't point out any jaggies on the final shot.
From a technical point of view, I basically agree with you. However, that close up of Kratos might not seem like that big of an AA difference to the average person (from the screenshot).
 
WOW the AA in the second shot is indeed very very impressive, see under kratos's arm (far better than 4xMSAA, prolly at least equivalent to around 16xMSAA), and as someone mentioned the sample alpha to coverage with the hair is also much better, cause its not there :)
 
WOW the AA in the second shot is indeed very very impressive, see under kratos's arm (far better than 4xMSAA, prolly at least equivalent to around 16xMSAA), and as someone mentioned the sample alpha to coverage with the hair is also much better, cause its not there :)
Yeah, good example.
 
Man... this game looks like dynamic CG... very impressive.

Now, do they filter the GUI too, like Saboteur did, or do they filter before the GUI is added?
 
That is indeed a great question. Always love a UI improvement. Not a whole lot of end user differences (in this case), but I'd like to understand how it's done, and the reasons behind the chosen approach. :p
 
Cool. So perhaps Saboteur added the new AA too late in their cycle.

I also noticed that Kratos carries an extra pair of weapons on his back in the release build.
 
That is indeed a great question. Always love a UI improvement. Not a whole lot of end user differences (in this case), but I'd like to understand how it's done, and the reasons behind the chosen approach. :p

I think there's a big end user difference...depending on the scene. Jaggies have been messing up games for a long time...and finally we can have a console game that basically has none - I think the image overall will look MUCH cleaner (remember jaggies move up and down edges) to the end user...even if they don't know what's missing. Of course, GOWIII's art-style helps hide jaggies anyway, but I really think we'll all see a significant difference in this game.
 
The AA won't be as noticeable due to the low-key nature of the original MSAA version. The point of reference is the eyes. HDR has resulted in the euqivalebt of no AA on ultra-high contrast edges, a problem repeated in the demo of GOW3. MLAA renders these edges with AA about as good as we can get. Extrapolate that to the whole image, and the IQ improvement is pretty staggering IMO. Takes something bright and colourful like Banjo Threeie, or the outline rendering of Fat Princess. Elliminating the jaggies is a significant step. The first cel-shaded title to use MLAA will look damned near enough to 'real' to convince most viewers that it's a cartoon instead of a computer game.
 
deepbrown, I was referring to whether the UI is filtered together with the scene. IMHO, it should not be (So that the text is more crisp).

I also think that Saboteur level of AA is awesome. GT5 will benefit from it too (if they can implement the same thing there).
 
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