Archive Thread of Screenshots of Ridunkulous Quality and Size [2007-2015]

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question : I'm using Nvidia Inspector. I don't know too much about the Sparse Grid TrSSAA. does using it means the whole scene is supersampled? (as in the "feature enabled by accident story). Or regular "foliage-only" supersampling?

either way Crysis looks terrible without TrSSAA and nice with it.
 
SGSSAA is the whole frame. It's simply SSAA using a sparse grid instead or ordered, jittered or rotated grids. That's why it's suck a fps hit.
 
Talking about AA. These shots are at native 1680x1050 with Xzero's improved edge AA shader for Crysis. It slightly blurs image but seems to give good edge smoothing results. It's a kind of 'MLAA' filter (NFAA). Perfomance impact for me is barely any. Mind you though I disabled distant DOF to show off edges better.

cryl.jpg

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There's a new one? Linky?

Direct link.
http://crymod.com/attachment.php?attachmentid=75862

Thread link.
http://www.crymod.com/thread.php?th...0&sid=89cb73aee436a87e0f969a4a345d90d6&page=1

- Post-processing AA (Something like morphological AA). Adds nicely to edge AA. Should make some people happy.

Moving on: I just finished up on the AA shader, replaced edgeAA (was merged but I managed to get it producing better results on it's own). Performance impact is just above edgeAA (by around 0.7ms). Performance is great and so are the results:

mlaa3.jpg


http://a.imageshack.us/img842/1943/mlaagif.gif

The entire thing is image-based (not depth based, like EdgeAA) so even sharp aliasing in textures will be removed. That can lead to some texture smoothing but it's not too big a deal, it's a hell of a lot better than jaggies or blurred jaggies.

Little bit of info on the implementation (for anyone who stumbles upon this, or is interested):

1. Sample surrounding pixels around the current one.
2. Use the samples to create a normal map from the screen (remember that screen-normal map test I did a few months back? That. No screens, they were on hugeup -.- Edit: See bottom of post, new image).
3. Do a small weighed sum of 4 scene samples using this new map as offsets.

That's the gist of it. I said earlier that it was "some sort of MLAA", which isn't really true, as I'm not performing pattern detections. Edit: got a name for it, NFAA (Normal Filter Anti-Aliasing) since we're doing a normal filter for edge detection. :)

Edit: Here's an image of the screen-normal map, just uploaded.
screenshot0298.jpg
 
I'm thinking I may have to post some screens of the "Rift: Planes of Telara" open beta. There doesn't seem to be a way to force FSAA without enabling Super-sampling, which is a lead weight on my frame rate. What the game calls "Edge Smoothing" makes the game look really blurry. It actually looks sharper without Edge Smoothing.
 
DA2 demo on DX10 HW. Settings max possible in demo (limited).High, SSAO, DX11 API, 16xAF, MSAA didn't work. Several options greyed out/not in demo. 1680x1050.

da2demopcdx10hw.jpg

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da2demopcdx10hw6.jpg
 
Looks pretty average. Hopefully the full game allows for much better visuals, and dear god AA support.
 
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