What do you mean?So why is FXAA really out of question?
What do you mean?So why is FXAA really out of question?
What do you mean?
same here....what graphics features does HD7970 adds? pretty hard to tell these days...BUT the shaders aliasing...jaggies...textures shimmering...you know those IQ eyesores...still very prevalent even if i was running at ...1080p ..forcing 8xEQAA...morphoric AA on/off...16xAF through CCC...the chains of bridge...the greenies...the stove...the camera edges...the door handle...the dragon jaws...all breaking the illusion of "CGI-in-realtime" graphics..
i wonder will the day finally come when these go away..imho these artifacts are still a problem to reach that "CGI-in-realtime" graphics...
It's doesn't solve the root cause. You need to fix the shaders (prefiltering, etc) to address undersampling of terms like specular, etc. FXAA/MSAA won't help. SSAA (via MSAA and sample-frequency execution) will help somewhat but it's pretty brute force.I've been using FXAA in some games and it seems to do a very good job at reducing the jaggies from shaded surfaces and shimmering textures...
It's doesn't solve the root cause. You need to fix the shaders (prefiltering, etc) to address undersampling of terms like specular, etc. FXAA/MSAA won't help. SSAA (via MSAA and sample-frequency execution) will help somewhat but it's pretty brute force.
People need to stop asking about hardware "features" these days. More relevant, we just need more performance to use better data structures and algorithms to solve the issues. 7970 delivers pretty decently on that in my limited experience. It certainly enables you to do stuff like use LEAN mapping (with its fairly large increase in texture footprint for instance) on most/all surfaces without being too worried about tanking your frame-rate. It's a very fast card.
Of course post process AA helps! Not by much, but you can see it qualitatively, and so it helps. You take what you can get, for the least amount of milliseconds possible. Sure it would be nicer to pre-filter and run at 64x super sample and etc. And any research into do any of that faster is most welcome, but games need to ship and if FXAA is what you have at the moment then you may as well take it.
But forward rendering the entire thing doesn't really seem beneficial.
Depends what you mean by "graceful". Branching on materials works great, and if you're concerned about high-register-pressure materials slowing down the common, quick ones then you can easily split those out into a separate pass. There's no real limit to the flexibility of doing it deferred. I don't really see a compelling need to invoke the rasterizer again just to schedule material shaders per-pixel (waaaay overkill). At most, tile classification stuff is all you need, and in most cases I doubt you even need that (benchmark it per app and see).I would say that being able to gracefully handle per-material BRDF's as well as not being restricted to storing material parameters in a G-Buffer are both pretty big benefits.
Anyways whenever I've tested tiled deferred always ends up winning, even with complex materials and lots of G-buffer parameters. It just doesn't cost very much to store the BRDF parameters (of which 10-20 is plenty) and read them back in once or twice compared to re-rasterizing the scene. And of course if your parameters are coming from constants, you can just read them directly in the deferred pass as well and avoid storing them. I have yet to see a BRDF that is even close to problematic frankly.
Well sure, MSAA works naturally with forward rendering, but at the same time it has been demonstrated that via compute shader rescheduling you can get pretty much ideal computational efficiency on multi-frequency shading with MSAA anyways, so as long as you have DX11+, the benefit is also pretty moot. On AMD you may get some benefit from doing it forward rather than deferred simply because - as discussed earlier - there seems to be some bottleneck in rendering MSAA'd G-buffers, but at least on NVIDIA - and in theory - the hit for properly-implemented deferred MSAA is similar to forward rendering (~25% or so slower for 4x MSAA).Wasn't this demo and the way they do things less about it being always better than deferred as to it allowing the use of MSAA while enabling all those things without incurring a large hit to performance when using MSAA? Or rendering the benefits of MSAA mostly moot in many deferred renderers?
I know that in screenshots that gives perfect image quality basically,
IF done right is this not some form of supersampling for a 480p image?@steampoweredgod its a bad solution
run a game, select 640x480 in the options and let it run fullscreen. notice the image is not as good as setting the resolution to your monitors native res (even on a crt)
The high frequency or fine detail is going to be lost, but the upscaled image can be very very good. Right now newer tvs are going to be upscaling to quadhd, with the right algorithms it will be very impressive.Are you saying if I have a pic @1920x1080 reduce it to 640x480, then scale it back up to 1920x1080 I will have a picture thats better or at least as good as the original ?
IF done right is this not some form of supersampling for a 480p image?
I did mention two processes the first being rendering at 1080p moving it to 480p, and then the second process would be the upscaling part 480 to1080. When I mentioned supersampling I was implicitly referring to the first of the two processes. at 1080p we're dealing with 3x the pixels, so I'd assume it would be akin to 3x supersampling of 480. Of course you could perform 4, 5, 6x supersampling of a 480p image.No, that's upscaling as you correctly noted farther in your post. Supersample is taking more samples to derive the color of each sample on the screen. What you are most likely thinking referring to as supersampling is rendering the image at a higher resolution and then downsampling it to the display resolution. That isn't the only way to do supersampling, of course. But super sampling never involves fewer samples than the desired target resolution.
Hence why it generally has such a large performance hit. As you're rendering twice the information with 2x, four times the information with 4x, etc...
Regards,
SB
First off i certainly tell the difference and it will be greater when going from 480 to 1920 (remember most people do not sit 10 foot away from a computer monitorI
Here are some comparison of native 1080p against 1080p-720p-1080p and 1080p-480p-1080p content which originally had perfect image quality(video).
I did mention two processes the first being rendering at 1080p moving it to 480p, and then the second process would be the upscaling part 480 to1080. When I mentioned supersampling I was implicitly referring to the first of the two processes. at 1080p we're dealing with 3x the pixels, so I'd assume it would be akin to 3x supersampling of 480. Of course you could perform 4, 5, 6x supersampling of a 480p image.
The question is whether supersampling 480p at Nx times would eliminate all picture quality artifacts in motion. Once we've eliminated all artifacts we'd upscale the image to 1080p. We could also keep all artifact free fine detail elements at the original Nx resolution and merge them with the final image(for example the HUD).
1920 is 1080p and in the case of the dvd disc upscaled in real time by a bluray player it looks quite nice on my tv.First off i certainly tell the difference and it will be greater when going from 480 to 1920 (remember most people do not sit 10 foot away from a computer monitor
second it could of took minutes a frame to upscale those movies we have no way of knowing
Ive just tried it
with the game alpha prime
override aa
4x supersampling
ingame res 640x480 upscaled to 1680x1050 and it isnt good
in fact 1680x1050 no aa is better
unfortunately when using fraps on a 640x480 game running at 1680x1050 the sceenshot comes out at 640x480