arijoytunir
Regular
Timothy Lottes ( creator of FXAA ) developing a cross platform new AA type !
Which AA types will we see in next gen consoles ?
For reference ;
durango and orbis ( rumoured specs )
Not necessarily. If the HUD itself has jaggies, then you'll want the AA to apply to it as well. Hard Reset was a good example of this, the HUD looked much better with post-AA, IMO.on PC, SMAA applied on very last render ruined text and HUD
Same AA as this gen (multiple sampling at some level, and 'data reconstruction' techniques). Unless someone invents something new (don't see any new options meself other than some new reconstruction algo), which of course we can't talk about because it doesn't exist yet.Which AA types will we see in next gen consoles ?
Am I the only one not very bothered by alising? I would rather have better frame rate than anti-alising.
Am I the only one not very bothered by alising? I would rather have better frame rate than anti-alising.
I'm not worried about AA next gen, as I figure 100% of games will feature at least some cheap post process solution. The better looking ones will go a little fancier with it and maybe have more samples by pixel, low budget ones will just use the most popular open source algo out there and we will be fine.
If most games run at 1080p, i really don't care too much about a little bit of blur on my screen.
Sounds like he's just supersampling on a rotated grid (as opposed to an ordered grid in line with your display grid, which you want to avoid; he's doing what he's doing for roughly the same reason that SGSSAA exists).new AA Timothy lottes is creating !
You seem to listen an awful lot to that guy and I don't even know who he is.How about TXAA and the new AA Timothy lottes is creating !
Sounds like he's just supersampling on a rotated grid (as opposed to an ordered grid in line with your display grid, which you want to avoid; he's doing what he's doing for roughly the same reason that SGSSAA exists).
As he noted, that's an old idea.
Unless I'm missing something.
Not that I'd mind next-gen devs taking a drop in the amount of on-screen junk they can push to give us HD imagery with full-screen supersampling. Smash those shimmery thin thingies for good!
You seem to listen an awful lot to that guy and I don't even know who he is.
Oh, well that's cool. FXAA and similar algos is an interesting technique in that it doesn't inflate bandwidth and memory requirements like MSAA does, but unfortunately it's not really antialiasing as much as simply an advanced form of blurring, and its effectiveness is a bit limited because of it. Maybe you can't really tell as much of a difference at HD resolutions or higher as you could back when good ol' quincunx was used, and common gaming rez was 1024*768 or even less.