Go to benchmark settings and set pixel processing to "None".DemoCoder said:Don't get me wrong, they are cool and all, but they also detract from image quality in the demo. Even if I force on 6X FSAA and 16xAF, I see horrible aliasing everywhere. I'd love to see what the demos look like with it switched off.
Nagorak said:What the hell is a "depth of field" effect?
There is no way to disable the post effect in the demo, but the default benchmark has the post processing off. The post effect and FSAA do not work on top of each other (no, I didn't mean THAT). It's an issue in DX9.0.DemoCoder said:Don't get me wrong, they are cool and all, but they also detract from image quality in the demo. Even if I force on 6X FSAA and 16xAF, I see horrible aliasing everywhere. I'd love to see what the demos look like with it switched off.
Nagorak said:What the hell is a "depth of field" effect?
Humus said:Well, I have an depth of field demo though, but it sucks, ugly blur and crap. But ATi's depth of field in for instance their HDR demo is pretty nice though. They haven't done any ugly mipmap bias trick but implemented a gaussian blur, which works much better.
Entropy said:Depth of field in not gaussian in distribution around the focal plane.
I should have been clearer.Hyp-X said:Entropy said:Depth of field in not gaussian in distribution around the focal plane.
Noone said that it is.
What we'd need is the image lightness distribution of a single point projected to the image screen.
The site you talk about does not calculate this, only the outer boundaries of this "circle of confusion".
Of course the fact that it has outer boundaries proves that this is not gaussian distribution... but what is it?
Entropy said:It's better, but it is not good.
Humus said:Entropy said:It's better, but it is not good.
The motto in graphics is, if it looks good, then it is good. The depth of field ATi uses looks pretty good to me, so I would say it is good, even though it most likely isn't close to how things work in the physical world, but that's true for pretty much everything in graphics. ATi's method is pretty convincing to me, so how much of an improvement would it be to use those formulas?
Entropy said:Personally, I feel Depth of Field is completely inappropriate in virtual reality applications - it is a property of an optical recording system, and we do not percieve depth of field in reality. Mimicking film is another matter of course - then it may well be appropriate to emulate the limitations of film cameras.
Mintmaster said:I don't quite agree. We totally percieve depth of field in reality. If we didn't, I wouldn't need glasses Put your finger in front of your eye while reading text from the computer screen. The finger gets blurry. It's just not as dramatic as some implementations make it out to be.