Alternative AA methods and their comparison with traditional MSAA*

Discussion in 'Rendering Technology and APIs' started by mitran, Nov 15, 2009.

  1. Andrew Lauritzen

    Andrew Lauritzen Moderator
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    Looking forward to more details, but from the description it sounds good! MSAA + better resolve filter = win. Hopefully you can base it on higher MSAA levels than 2x as well. 4x MSAA is a great place in the quality <-> performance scale.
     
  2. KKRT

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    TXAA 1 is based on 2x MSAA and TXAA 2 on 4x MSAA probably :)
     
  3. doob

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    Doesn't look like a good trade off to me, sorry. The texture blurriness imo makes this completly inadequate for most games except the artisticly cartoony/cell shaded titles. What's the point then of using highly detailed textures/shaders if most of the detail will get blurred and look like texture quality set to medium?
    I understand if its used on low/mid end hardware, but even then only on titles where blurriness is not apparent.
    Sadly i fear it will be used and abused everywhere(just like depth of field, lens flares, bloom, ambient occlusion...), just because its the "new" thing.
     
  4. Andrew Lauritzen

    Andrew Lauritzen Moderator
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    I think Timothy mentioned that TXAA2 just adds temporal super-sampling, not 4xMSAA, but we'll see.
     
  5. KKRT

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    You think that TSSAA would be add same performance overhead jump like 2x to 4x MSAA? Because from performance chart it looks like TXAA 2 cost is similar to 4x MSAA and TXAA 1 as 2x MSAA

    In SMAA from what i remember TSSAA added less than 1ms to frame cost


    When did You get that it blurs textures? New FXAA algorithm doesnt blur textures.
     
    #1245 KKRT, Mar 22, 2012
    Last edited by a moderator: Mar 22, 2012
  6. Andrew Lauritzen

    Andrew Lauritzen Moderator
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    Are these the only images we have to go on?
    http://www.bit-tech.net/hardware/2012/03/22/nvidia-geforce-gtx-680-2gb-review/5

    Cause something is severely messed up in them... look at how massively there is like depth-of-field style blurring in the MSAA and TXAA images. MSAA never blurs like that - there's some additional filter going on here to such a large extent that I'm willing to just throw out the entire comparison. Will wait for real images...
     
  7. TheAlSpark

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    upscale filter :p
     
  8. nAo

    nAo Nutella Nutellae
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    The results from MSAA 8x look like what you get when you have a dark object in the foreground and a bright one in the background and the MSSAA resolve is performed before tone mapping. It's just a bad implementation, MSAA 8x should look much better than that. I agree, let's wait for proper images as this looks like a work in progress..
     
  9. Acert93

    Acert93 Artist formerly known as Acert93
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    Is this going to be an IHV specific technique or is TXAA something that may work on other DX11 class GPUs?
     
  10. KKRT

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    Its technique for every DX 11 card like SMAA.
     
  11. Andrew Lauritzen

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    It's far worse than that... look on the left of the imagine for instance. The resolve filter is massive - clearly far larger than the single-pixel resolve that a standard MSAA would use. It also varies in size over the image, hence why I said it looks more like depth of field than AA.
     
  12. nAo

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    Yep, just noticed that. Whatever..I hope we will get a proper comparison with proper implementations of all the methods involved. I guess the source code for it will also be released publicly at some point, unless it requires some secret sauce that won't be exposed to the general public.
     
  13. nAo

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  14. Xenus

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    Unfortunately it's still a video mostly pictures.
     
  15. KKRT

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    Here is short teaser of TXAA in motion [in poor quality unfortunately ;\]
    http://www.youtube.com/watch?v=HxXk-iXLjiY&t=78

    Ok, i think, i was wrong.

    http://forums.nvidia.com/index.php?showtopic=225583&st=20&p=1386584&#entry1386584

    They said here that TXAA is Kepler specific, but i dont really now why it should be.


    There are some comments on Timothy's blog

    It looks like its a similar algorithm to SMAA, but its limited to Kepler for now ;\

    We seriously need standardization, its getting out hands.
     
    #1255 KKRT, Mar 23, 2012
    Last edited by a moderator: Mar 23, 2012
  16. homerdog

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    Does TXAA do anything for transparencies? I know it has a temporal supersampling option, but that's not what I mean.
     
  17. pjbliverpool

    pjbliverpool B3D Scallywag
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    Guess...
    Why haven't we seen any independant comparisons of this yet? (much) greater than 8xMSAA quality at 4x MSAA performance seems like a pretty big deal to me and worthy of far more coverage than it's had. Is it not enabled in the drivers yet or something?

    Also, does anyone know if this can be enabled through the control panel or does it need to be implemented by the game itself (which would answer the question above).

    I hear FXAA can now be enabled through the driver, we haven't really seen much about that either, I'd be particularly interested in the image quality/performance vs 4xMSAA since I'd like to leave some kind of AA turned on permanently in the CP for all games.
     
  18. Davros

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    Id like to see amd adding more types of post process aa to the driver just having mlaa is a bit dissapointing
     
  19. CNCAddict

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    It appears that TXAA resolves subpixel geometry? MLAA and I believe FXAA have problems with this. Seems like we are getting close to SSAA quality!
     
    #1259 CNCAddict, Mar 24, 2012
    Last edited by a moderator: Mar 25, 2012
  20. KKRT

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    Timothy answered to some of my questions on the blog

    So it doesnt have postAA pass like SMAA or FXAA 4, but it will be probably possible on other gpus.
     
    #1260 KKRT, Mar 25, 2012
    Last edited by a moderator: Mar 26, 2012
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