Clever texturing, and maybe some integration of shaders with their lighting engine. No need for mesh AA as the fur strands aren't polygons, so MLAA will have no benefit.
thanks
Clever texturing, and maybe some integration of shaders with their lighting engine. No need for mesh AA as the fur strands aren't polygons, so MLAA will have no benefit.
I wish devs that do these amazing things would share their code with everyone so every game can benefit.
This MLAA appearing on PS3 seems to be part of a library of code shared between first-party devs at least. I imagine NDA prohibits us from learning for sure if 3rd parties get access to such libraries, but I certainly expect they do. Sony would rather used this tech to promote PS3 as the better platform, rather than limit it to promoting 1st party titles only.
The tech itself is public domain, with Intel's papers, so anyone who wants to give it a go on any platform can.
One thing I'll just add:
Resource usage figures for games is an interesting metric, but ultimately there is very little meaningful information you can take away from it.
Extrapolating and saying 'ohh, they are only using 50%, that means their next game will do twice the stuff' is the worst form of speculation.
...
Q) What percent of the PS2’s power are you using?
A) People think of systems as glasses and ask: “how full is the glass”. Unfortunately, that isn’t how it works. Any developer who gives you a “percent of system used” answer is blowing smoke. The truth is that every developer uses 100% of the systems power on every game. Some just get more out of that 100% than others. And game after game, we ALL get more out of systems than we did on the previous title. Think of it this way. If the system is a glass, some developers pour in rocks till the glass overflows and then call it quits. They would claim that they use 100% of the systems space. And it is true that no more rocks fit. Some will even put in a rock too many and the game plays slow or runs funny. But there is still some space left for smarter developers. They pour pebbles into the cracks left by the rocks, and they get more into the glass. Then they call it 100% full. But some Developers will then pour in sand, to fill the cracks between the pebbles. They get even more out of the system, yet it is still just 100% full. Some developers go the extra distance, and they pour in water. Then the glass is truly full, right? Sure, but just for this title, because some of the rocks can be replaced with pebbles that do the same thing, if you work hard at it. And some of the pebbles can be made into sand. And some sand can be pressed to water. No developer ever gets a glass filled with only water, no developer has that much time, so no developer truly fills the glass. We just get more and more out of the 100%.
Indeed, the stuff the coders did to that poor little machine is most likely considered illegal in most countries..I'd say that the system with the best utilization is the C64 - and even that is not 100%.
"The closest explanation of the technique I can imagine would be that the shader internally doubles the resolution of the picture using pattern/shape detection (similar to morphological AA) and then scales it back to original resolution producing the anti-aliased version. Because the window of pattern detection is fixed and rather small in GPU implementation, the quality is slightly worse for near-vertical or near-horizontal edges than for example MLAA."
Because the window of pattern detection is fixed and rather small in GPU implementation
Any solid word on any developers attempting MLAA, AAA, or other post processing anti-aliasing tricks (not counting: DOF, MB, or dumb edge blurring) on the Xbox 360? If SPEs were a solution looking for a problem this sort of technique seems right up its ally. Hard to imagine Xenon doing much here (not to mention it is probably pretty tapped as a resource) so that would leave Xenos. It has memory export and is pretty versatile, and if tiling due to MSAA is taking a 5-20% penalty maybe it would be better to use that same time to do quality post process AA.
A game like Reach, which uses crap temporal AA (so probably not taxing the GPU or CPU so the cost is probably far and above their budgets) but has an art style that would look super clean with these techniques.
It's run in parallel because the architecture supports it, ut the method itself doesn't need to be. MLAA can be added a post-effect after all 3D rasterising.[/quote]On 360 I don't think is possible to use this type of work processing.[/QUOTE]If Xenos is up to it, MLAA could be run as a shader program. I don't know what the shader design is like though and it may not be a good fit for Xenos' units.From what I have understand MLAA on GOW 3 works so well because use 4 spe works alternate with RSX, so a sort of parallel work possible only on the ps3
If Xenos is up to it, MLAA could be run as a shader program.
Think about deferred renderers. In any case, the algorithm used in GoW is not something easily ported to a GPU. I've been giving it some thought over the months and I don't see how you would do that efficiently, especially on Xenos. Of course, someone might surprise me.In a sense, MLAA on Xbox 360 would be a waste
Saboteur's edge detection technique is different from GOW3's MLAA.I still don't quite understand the differences between MLAA and Saboteur's approach.