I still think that the optimum IQ results from a combo of SSAA+MLAA!I think considering how good MLAA is already, perhaps a hybrid form will come into being at some point which provides MLAA routines with additional "hints".
I still think that the optimum IQ results from a combo of SSAA+MLAA!
Of course, as Shifty pointed out - you need an appropriate "non-weak" system
Although I can't see this being perceptible in any but the slowest of slowly-scrolling vectors.
Great idea. And every point can be called...a vertex! How do you think we got where we are? An evolution of vector graphics. The only difference at the moment is we aren't drawing triangles with bounding lines that get AA'd. MLAA is, somewhat backhandedly, that sort of solution applied at the wrong end of the drawing process. However, the issues of aliasing aren't a result of data representation but image construction. Three points defining a triangle can be rendered on a GPU with per-pixel rasterisation to produce jaggies, or with a Wu AA'd line-drawing method. Could GPU's integrate something similar during the rasterising step? It's an idea. Still, it comes down to image construction, which in turn comes down to performance. The data types being used are all sorts of compromises, such as not modelling internal densities because we haven't got a terabyte of RAM per system to play with.I'm still wondering if it is not easier now just to start fresh, and design a system where you place a dot in space that has properties like weight, luminance, density...
These points in turn are used as a baseline to calculate how light travels from it to the camera surface corners and how it is influenced in the meantime. It would be a system that behaves much more like vector graphics...
It'll be visible, but no different to non-AA'd edges. For something like scrolling text, pixel crawl can be offputting. But in the middle of a game, I don't think players will notice a wall edge moving one pixel instead of a fraction of a pixel.The edge would just have to move with near integer pixel speed for the effect to be visible.
It'll be visible, but no different to non-AA'd edges. For something like scrolling text, pixel crawl can be offputting. But in the middle of a game, I don't think players will notice a wall edge moving one pixel instead of a fraction of a pixel.
I still think that the optimum IQ results from a combo of SSAA+MLAA!
Of course, as Shifty pointed out - you need an appropriate "non-weak" system
I think considering how good MLAA is already, perhaps a hybrid form will come into being at some point which provides MLAA routines with additional "hints".
Great idea. And every point can be called...a vertex! How do you think we got where we are? An evolution of vector graphics.
The only difference at the moment is we aren't drawing triangles with bounding lines that get AA'd. MLAA is, somewhat backhandedly, that sort of solution applied at the wrong end of the drawing process. However, the issues of aliasing aren't a result of data representation but image construction. Three points defining a triangle can be rendered on a GPU with per-pixel rasterisation to produce jaggies, or with a Wu AA'd line-drawing method.
Could GPU's integrate something similar during the rasterising step? It's an idea. Still, it comes down to image construction, which in turn comes down to performance. The data types being used are all sorts of compromises, such as not modelling internal densities because we haven't got a terabyte of RAM per system to play with.
I'm all in favour of ideas no matter how crazy, because you never know where the next best thing comes from.Seriously though, I'm not sure if you're either not getting me, or I'm not getting it, so I'm going to try to describe some examples of what I'm thinking about, by taking different aspects and how the system would deal with them. Perhaps I'm reinventing the wheel, perhaps the idea is just plain silly, or perhaps it's crazy enough that it might just spark an idea into someone who does know what he's doing. But at the origin is that I wish more people came up with LocoRoco style innovations.
Sure, though what I'm reading here sounds very much like voxels resolved with ray-tracing if you want 3D shape and transparency. If you're just going with sphere's, you could get away with a straight 2D drawing method, scaling and drawing circles. The problem with volumes at the moment is representing detailed models. Ther have been ball-based games made from point clouds, but it's going to be hard to make a convincing person with lots of spheres or cubes....does this make any sense at all at this point?
I'm all in favour of ideas no matter how crazy, because you never know where the next best thing comes from.
Sure, though what I'm reading here sounds very much like voxels resolved with ray-tracing if you want 3D shape and transparency. If you're just going with sphere's, you could get away with a straight 2D drawing method, scaling and drawing circles. The problem with volumes at the moment is representing detailed models. Ther have been ball-based games made from point clouds, but it's going to be hard to make a convincing person with lots of spheres or cubes.
I guess at this point, that's the driving factor for any engine. How can we model our objects in data? This imposes limits on the data structures available, which in turn limits what are effective rendering strategies. If someone can invent a way to represent a character that isn't vertex based, and isn't memory-munching point-cloud based, that'd open the door for looking at alternative ways to draw it.
Which is an interesting topic, but getting a bit OT.
It's actually unimportant to the AA method. The clever bit is samoothing the steps. Finding edges can be done any number of different ways, on any suitable source data.I've only read the Intel paper on MLAA. And it's not really clear to me how they find the edges.
You don't need vrtex data, but it could prove handy in selecting edges.Does the algorithm require the vertex data and/or the zbuffer data to find the edges? Or does it only need the final pixels?
Interesting notion, although I don't really see a market. The cost is probably prohibitive as the processing isn't cheap, while I don't see an ASIC being worth developing just for this. If early titles had SPU cycles to spare, I wonder if the PS3 firmware could be updated to provide an MLAA post mode? I woudln't have thought the FB would going through the system though, with that left to the developer (hence per-title upscaling) so I think this extremely unlikely.I can see how games with lots of post processing effects and lots of alpha blending for particles etc would not play well with such a device. But still... for a certain subset of games, especially older stuff, there might be some benefits? Or is there something I am misunderstanding?
Interesting notion, although I don't really see a market. The cost is probably prohibitive as the processing isn't cheap, while I don't see an ASIC being worth developing just for this. If early titles had SPU cycles to spare, I wonder if the PS3 firmware could be updated to provide an MLAA post mode? I woudln't have thought the FB would going through the system though, with that left to the developer (hence per-title upscaling) so I think this extremely unlikely.
In that case,, wouldn't the UI be blurred as well like saboteur?There's already post-processing lag in the TVs. Adding AA with in internal processor shouldn't slow it down any moreso. It would certainly be nice to have MLAA on Borderlands! Although you'd need to apply it on native signals. Once upscaled the processing shouldn't work. SD signals would work, captured to internal FB and MLAA'd before upscaling to the display, but something like RDR rendered subHD and then output as 720p, wouldn't work quite as it should. Although I'm not sure how the MLAA method would work on upscaled data.
Yes, if you use it for whole image it will try to find edges in everything.In that case,, wouldn't the UI be blurred as well like saboteur?
4xMSAA takes 4 times the memory of framebuffer & Z-buffer.how much memory does MLAA takes up compare to like 4X MSAA? Maybe Sony will work with Epic and update it with UE3 so all the UE3 games can have AA on PS3 finally.