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.
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.
I think Timothy mentioned that TXAA2 just adds temporal super-sampling, not 4xMSAA, but we'll see.TXAA 1 is based on 2x MSAA and TXAA 2 on 4x MSAA probably
I think Timothy mentioned that TXAA2 just adds temporal super-sampling, not 4xMSAA, but we'll see.
When did You get that it blurs textures? New FXAA algorithm doesnt blur textures.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.
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..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...
Is this going to be an IHV specific technique or is TXAA something that may work on other DX11 class GPUs?
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.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..
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.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.
Unfortunately it's still a video mostly pictures.
Its technique for every DX 11 card like SMAA.
Michael, TXAA is not FXAA 4.0. TXAA uses hardware multi-sampling before the samples are resolved, and FXAA 4.0 was a post process. TXAA integration for a title which already uses MSAA will be a change of the MSAA resolve (for forward shaded, something different for deferred shading), and for the high quality temporal option, a modification to vertex shader projection step to draw frames with a sub-pixel shift.
Draker666, TXAA build specially for GTX 6xx is what I'm finishing up right now. I would suggest sending requests for other versions of TXAA through the standard channels at NVIDIA (specifically through NVIDIA devrel or NVIDIA marketing) as I don't have any influence there.
Timothy Lottes
Mar 22, 2012 12:46 PM
Draker666, TXAA build specially for GTX 6xx is what I'm finishing up right now. I would suggest sending requests for other versions of TXAA through the standard channels at NVIDIA (specifically through NVIDIA devrel or NVIDIA marketing) as I don't have any influence there.
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Replies
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KKRT
Mar 23, 2012 01:28 PM
So You basically are saying that its technique similar to SMAA [just using normal hardware MSAA + post process techniques] and can be done on other cards, but for now its exclusive to Kepler?
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Timothy Lottes
Mar 23, 2012 03:59 PM
KKRT, TXAA and SMAA are completely different. TXAA and FXAA are completely different. TXAA has no MLAA component.
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KKRT
Mar 24, 2012 03:45 AM
So it doesnt have any postAA edge smoothing component? Interesting.
Still, is TXAA possible on other cards then Kepler? Or does it need some dedicated hardware to work, that for this moment is only included in Kepler cars?
Looking forward to official Nvidia blog post
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Timothy Lottes
Mar 24, 2012 02:06 PM
I cannot answer all your questions yet. Right, TXAA is not a post process, there is no post edge smoothing like FXAA.