The slight bleeding is not noticeable in most game scenarios. We have to keep the exponent multiplier pretty low, since the 16 bit precision would otherwise cause bad graining in shadowed pixels. Also considering only four 512x512 cascades for 2 kilometer view range, it looks pretty good. The only "blur" we have in the shadow maps is the 4xMSAA (as it's basically free for 512x512 resolution maps). Unfortunately some compromises are needed to get it run 60 fps all the time. Heavy commitment to user created content doesn't allow us to bake any lighting at all. Everything is dynamic.I see some (E)VSM bleeding there, but it's not bad considering ... you're using 16-bit EVSM + SDSM z-ranges? Sure would be nice if the consoles could do 32-bit filtering.
If you zoom in, you'll notice that for each step there's 3 gradient pixels. If you get more horizontal/vertical than that the FXAA2 filter size isn't just enough to find the edge from further away. It's not that bad, because in motion the 3 gradient pixels are enough to completely hide the annoying edge noise that aliasing causes. In motion the image looks very stable and polished compared to the usual aliased mess we have been used to in our past games (we have used deferred rendering since 2007). Very narrow (less than pixel wide) geometry of course still annoyingly pops in and out when you move, because the polygons are not hitting any pixels every frame, but that's something you cannot solve by any post AA filter. You need subpixel information.AA looks pretty good close up but some of the far stuff doesn't seem to be AAd at all. I can understand the fence and wheel spokes and stuff that needs subsampling, but the pipe in the background - is it just too close to horizontal to be picked up by the filter?
We now also have a bit more shader aliasing compared to our previous technology, since we now have parallax mapping on all surfaces and our own custom anisotropic filtering (from the virtual texture) causes some oversampling (our artists really like sharp textures/normalmaps instead of blurry mess). You can see the parallax mapping best in the first screenshot (in the road). It looks very good in the terrain, especially on rough terrain. The good thing in post AA solutions compared to MSAA is that it also kills the annoying shader aliasing. A mix of both would likely be a the best thing with next generation systems (since the performance is not yet there for supersampling all the pixels).
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