Could we see this Gpu mlaa technique in fable 3 one of the author is with lionhead studio?
I don't think so, its too far along. But maybe in their next title.
Could we see this Gpu mlaa technique in fable 3 one of the author is with lionhead studio?
MLAA doesn't work that well on antialiased image as the edges are not that easy to find.It would be cool to see the following IMO:
use subHD resolution so that 2xMSAA fits into EDRAM.
Then you can use 2xMSAA basically for free (right?).
On top of it, you could use now MLAA to smooth out the remaining edges
As the performance of our approach is one order of magnitude faster than MSAA, there is still room for quality enhancements, in expense of worser running times.
The two areas that need the most work are AA on longer edges, as by my understanding they are sampling a section of long edges and not the whole thing, so AA doesn't extend the whole length as it should in an ideal solution; and subpixel sampling, which can't be dealt with simply in post and they'd need to find a way to get more samples from trouble spots. Oh, and the animating artefacts (strobing) as MLAA works in the final pixel-space so cannot accurately solve subpixel movements.I like this part which tells they can improve quality which considering cost would allow quite a lot more.
I think you're misreading, thanks to an awkward double negative - MLAA is compatible with MSAA. You render exactly as you would with MSAA and then on the final framebuffer, as MLAA is a post effect, apply MLAA to the MSAA'd frame to elliminate any outstanding jaggies, such as from HDR edges.To bad it is not compatible with MSAA as that would be of interest to me and many others but MLAA is better than no AA.
I think the ideal compromise at present would be selective MSAA on small polygons, MLAA on large edges, with some kind of subsample hints to MLAA to address the strobing. Perhaps some temporal sampling jitter as Sebbi suggested?
Deferred rendering is getting really popular on Xbox 360 as well. Deferred rendering and MSAA do not mix that well together. MLAA is much faster than 2xMSAA on a deferred renderer, and the quality better as well (in majority of cases). If it's doable on 3.5 ms on XNA using a bad compiler and unoptimized shader code, it's definitely going to be useful when real developers get their hand on the algorithm and optimize it for the GPU.I don't find the 360 rendertimes to be of much practical use unless optimisation on a proper devkit yield much better results. Looks like you'll still be better off sticking with 2xmsaa or 4xmsaa on that platform
And yea,its definitely some of the best AA i have seen on consoles bar GOW III though it has some small artifacts.
Take this for example
http://images.eurogamer.net/assets/articles//a/1/2/4/4/4/7/2/Saber2.jpg.jpg