djskribbles
Legend
Ok, that's just wrong.well 4xMSAA looks way much better than GoW MLAA.
i think 2x looks better too. much more consistent, imho.
Ok, that's just wrong.well 4xMSAA looks way much better than GoW MLAA.
i think 2x looks better too. much more consistent, imho.
wat Based on what? The MLAA has similar edge of 16xAA, sure has its limits but overall is a lot better of simple 2 or 4x MSAA...well 4xMSAA looks way much better than GoW MLAA.
i think 2x looks better too. much more consistent, imho.
wat Based on what? The MLAA has similar edge of 16xAA,
It does???
You are crazy! Did you only play the GoW demo or something? Because that's 2xMSAA, and the difference between that and the final code's MLAA is huge.
MLAA is really in another league, I think. I'd have to see it in more games to be sure, but in God of War at least it looks phenomenal and the quality is just fantastic. Didn't you see the Digital Foundry feature?
zaftxx said:gow 3's art style hides jaggies very well. 4xAA is better then mlaa any day of the week.
I think the 16XAA comment came from the Digital Foundry article on the use of MLAA on Saboteur, but it was later found that Saboteur does not use MLAA, but edge-filter/blur, I haven’t heard the equivalent AA that MLAA offers.
"The PS3 rendition of Pandemic's The Saboteur is different though. It's special. It's trying something new that's never been seen before on console, or indeed PC, and its results are terrific. In a best-case scenario you get edge-smoothing that is beyond the effect of 16x multi-sampling anti-aliasing, effectively delivering an effect better than the capabilities of high-end GPUs without crippling performance."
http://www.eurogamer.net/articles/digitalfoundry-saboteur-aa-blog-entry
I don't think anyone would agree with that, so can you tell us why you think so ?gow 3's art style hides jaggies very well. 4xAA is better then mlaa any day of the week.
That's plainly not true, at least not in terms of long-edge jaggie reduction (the technical reasons for choosing one form over another are very platform-centric). 4xMSAA gives 4 discrete intensity steps along a near horizontal edge, best case eing a good averaing but with limited sampling patterns these averages can be non-ideal. Whereas what's been shown of MLAA so far generates an almost line-drawn algorithm quality AA with smoothly progressive intensity. Look at the very-nearly horizontal wall in the background - you couldn't tell it's not horizontal without zooming in because the AA hides the vertical displacement so well...gow 3's art style hides jaggies very well. 4xAA is better then mlaa any day of the week.
Absolutely. However, if we're going with smart rather than brute-force AA methods, IMO we should also shift rendering of distant objects away from the trinagle rasteriser. Anything less than a pixel in size can be rendered as a dot or thin-line using other drawing methods better suited to the task.i think one case where 4xmsaa will destroy mlaa is for far objects especially fences and wires (any very thin items)
Absolutely. However, if we're going with smart rather than brute-force AA methods, IMO we should also shift rendering of distant objects away from the trinagle rasteriser. Anything less than a pixel in size can be rendered as a dot or thin-line using other drawing methods better suited to the task.
i think one case where 4xmsaa will destroy mlaa is for far objects especially fences and wires (any very thin items) because the sampling will help from things from just simply disappearing into the distance but you can sorta make art assets in a way that favors mlaa like those fences in that pic you just posted.
I wonder what would happen with games that use A2C where MSAA "smooths" out alpha.
i thought thats why they did 4xmsaa for alan wake
The demo of GOW3 had some A2C, but in the final game those areas look significantly better with MLAA (the hair):
http://images.eurogamer.net/assets/articles//a/1/0/0/1/8/6/1/Helios_Demo.jpg.jpg
http://images.eurogamer.net/assets/articles//a/1/0/0/1/8/6/1/Helios_Final.jpg.jpg
The MLAA could be doing wonders on the hair, but they could might just changed the way it's rendered..
I think the 16XAA comment came from the Digital Foundry article on the use of MLAA on Saboteur, but it was later found that Saboteur does not use MLAA, but edge-filter/blur, I haven’t heard the equivalent AA that MLAA offers.
"The PS3 rendition of Pandemic's The Saboteur is different though. It's special. It's trying something new that's never been seen before on console, or indeed PC, and its results are terrific. In a best-case scenario you get edge-smoothing that is beyond the effect of 16x multi-sampling anti-aliasing, effectively delivering an effect better than the capabilities of high-end GPUs without crippling performance."
http://www.eurogamer.net/articles/digitalfoundry-saboteur-aa-blog-entry
It's not based only on this statement; the step by step analysis with MLAA indicated similar edge of 16xAA resulted although is a total different AA method with different limits of course. The saboteur technic from what I have understood is 'similar' to MLAA to detected aliasing edge but indeed use morphologic method use a simple blur filter (at least based on the explanation of SMS reading in DF)