AMD FSR antialiasing discussion

  • Thread starter Deleted member 90741
  • Start date
are good'ol "GameWorks" shady practices back again?

Conspiracy and corruption theories along flat-earthing made it back to b3d again. It doesnt belong in this topic, probably not the forum at all unless you have something more to provide then the usual ’former dev’ on shady sites, originating from Reddit.

If that flies, that’d be a starter for ’former gg devs’ being unhappy about ps5 hw, and some other intresting ’leaks, theories and corruption stuff’.
 
Last edited:
Someone is always crying over spilt milk. "Shady practices"? Doesn't seem as obvious as Godfall, Far Cry 6 or maybe even upcoming Microsoft Flight Simulator.
 
Last edited:

I recall a long time ago maybe the x1800 days ATI had temporal fsaa didn't they ?

welp I looked it up while typing this so I might as well keep my original stuff and my update

https://www.tomshardware.com/reviews/ati,802-8.html

With the introduction of the X800 series, ATi now finally makes use of this feature. This new technology is called "Temporal FSAA" and practically doubles the sampling rate seen on the screen.
ATi's new Temporal AA pattern

missing-image.svg

Temporal FSAA uses different sampling patterns for the odd and even frames of a scene, making them slightly different. If the frame rate is high enough, the human eye can no longer tell the frames apart. The result is that the sampling rate on the screen has been effectively doubled. The same effect is employed for TV media, which also uses interlaced half-images that alternate too quickly to be told apart.

Unfortunately, the differences between the frames cannot be seen in screenshots, since they will always either capture an odd or an even frame. You would need to capture two consecutive frames to see the effect. Using Temporal FSAA also brings some limitations with it. For one thing, V-Sync is always enabled when Temp-AA is turned on, which obviously impacts benchmark scores. For another, a minimum frame-rate limit of 60 fps is set in the driver. If the frame rate dips below this limit, Temporal AA is automatically switching to standard AA until the frame rate increases again. Without this limit, the differences between the frames would be visible to the eye at very low frame rates and would thereby actually reduce image quality instead of improving it.

The idea behind this strategy is obvious. 2xTAA offers almost the same level of quality as 4xAA while requiring only the performance of 2xAA. Temporal AA is already implemented in the X800's drivers. The feature will become available for 9x00 generation cards (with the exception of the non-DirectX 9 compatible 9000 and 9200) with an upcoming Catalyst driver release. Aside from Temporal AA, ATi hasn't changed anything about its FSAA implementation.

I wonder if something like this will make a come back.
 
I wonder if something like this will make a come back
It's an MSAA based technique, and thus it won't.
Nv GPUs have something similar in the form of MFAA and it's mostly useless these days as it produce issues even in those games which do support MSAA.

This FSR 2.0 rumor points to it being just TAAU. Which is good as TAAU can be quite effective as has been shown by Epic's TSR. It probably won't be as effective as DLSS and XeSS though.
 
Back
Top