Alternative AA methods and their comparison with traditional MSAA*

If virtual texturing gets more popular (something I personally believe will happen), we are going to lose driver overriden anisotropic filtering as well. Programmers have to code separate support for it as well.
Driver teams of course would still be able to reverse engineer the shaders and turn them into something not retarded if the programmers refuse to stop herp-derping, but yeah ... the universal overrides will break.

The best way to solve the situation is for Microsoft to stop lobbying developers for poor PC support (I just don't see any way for say mr. Sweeney to have proper fucked the PC port of his engine to the extent he has without financial benefit) and for PC gamers to wake up and smell the coffee and stop rewarding mediocrity.
 
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Well I'd say we'd have to be blind to not notice that game experiences are becoming homogenized/normalized and the PC gamer enthusiast niche is clearly being quietly eliminated by the game publishers (the guys who pay the devs). Even consoles are losing their exclusives unless it's first party stuff.

I won't even be surprised if in the future it becomes all cloud based Onlive-like gaming to remove all hardware variability and minimize end user support challenges. And this probably isn't even going against what most modern gamers want from gaming. Hardware junkies whining about FSAA and AF are definitely the minority.
 
I won't even be surprised if in the future it becomes all cloud based Onlive-like gaming to remove all hardware variability and minimize end user support challenges. And this probably isn't even going against what most modern gamers want from gaming. Hardware junkies whining about FSAA and AF are definitely the minority.

You don't need to be a hardware junkie to notice the lack of FSAA and AF, you just need to be other than blind.
 
Maybe. I think you'll find a lot of people notice but don't really care to go out of their way for it.
 
Maybe. I think you'll find a lot of people notice but don't really care to go out of their way for it.

It might not make or break the experience for them, but that doesn't mean they wouldn't prefer it. If there's a competitive alternative offering significantly better visuals I think it becomes an issue.
 
Also with HD those not computer savy notice lest crawl and more shimmer but that doesn't really mean much to them.
 
HardOCP Article said:
The flickering of very small objects or surfaces can be a big problem, and FXAA deals with it admirably while MSAA does not handle it at all.
Nominated for worst article ever. This really lets me know how little people understand these methods though if even a semi-techy site can post stuff that is obviously as wrong as that.
 
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Nominated for worst article ever. This really lets me know how little people understand these methods though if even a semi-techy sight can post stuff that is obviously as wrong as that.

Those guys don't pretend to be technical or necessarily need to know the finer details. All that matters to them is what their eyeballs see.
 
Then they need their eyes checked, the statement completely false. Matter of fact it's the antitruth.
 
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Nominated for worst article ever. This really lets me know how little people understand these methods though if even a semi-techy site can post stuff that is obviously as wrong as that.
They are clearly overexcited about all the new post process AA filters. It seems that they have missed the most important point... Without any sub pixel data you cannot recreate the lost detail. Post process filters will reduce the visible aliasing (in many cases), but these techniques will also increase the error in the image signal.

Post AA is currently a good compromise for consoles, because it's cheaper than 2x MSAA and often looks better. Pure post AA filters are not going to replace subsample based techniques in the (near) future. Subsample based techniques will always have better image quality, since they have more data to use.

It's going to be interesting to see whether post AA or MSAA based techniques are used more in the next generation console games. Full HD (1920x1080) is 2.25x pixels compared to 720p. The increase in resolution will reduce the post AA errors. The more DPI you have, the less sophisticated AA is required. MSAA will of course be cheaper in the future hardware as well, and with more sophisticated GPUs we can utilize various techniques to reduce the impact. If 60 fps gaming gets more popular, temporal reprojection techniques combined with post AA filters could provide the needed extra subsamples and some extra temporal stability.
 
It's going to be interesting to see whether post AA or MSAA based techniques are used more in the next generation console games. Full HD (1920x1080) is 2.25x pixels compared to 720p. The increase in resolution will reduce the post AA errors. The more DPI you have, the less sophisticated AA is required.
Assuming a fixed frequency of surfaces in your scene, yes. But I'm assuming better hardware will also cause people to make more complex geometry (tessellation w/ displacement, etc). There's obviously a limit where it just becomes visual noise, but the world is still a fair bit more detailed than what we have in current generation games so we have a ways to go :)

If 60 fps gaming gets more popular, temporal reprojection techniques combined with post AA filters could provide the needed extra subsamples and some extra temporal stability.
Yeah I'm on the fence on temporal methods like that as they tend to fail at the worst possible times (i.e. when frame-rate is dipping), but I agree there's potential.
 
MSAA will of course be cheaper in the future hardware as well, and with more sophisticated GPUs we can utilize various techniques to reduce the impact.
It would be nice to finally see 4X MSAA in every game, but I won't be surprised if they yet again prioritize other eye candy. It will probably depend on all platforms having a similar capacity to perform MSAA.

Of course, shader aliasing is now a major problem that can make MSAA seem ineffectual, so we need the post process AA since nobody besides me and homerdog gives a damn about SSAA. ;)
 
Ideally they could use LEAN mapping to take care of sharer aliasing. Or just oversample the shader where it is necessary.
 
LEAN mapping has nothing to do with shader-aliasing. It's about filtering reflectance-textures (like normal-maps) without washing them out.
 
Nominated for worst article ever. This really lets me know how little people understand these methods though if even a semi-techy site can post stuff that is obviously as wrong as that.
Isn't that just a very easy to make typo - MSAA instead of MLAA when you're typing lots of acronyms and have been using MSAA for years already? I haven't read the article so maybe it is nonsense, but I'd read that first-and-foremost as a typo and assume the authors aren't completely blind to the benefits of MSAA.
 
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