Beyond the current OOTB features like AA and AF

I know what it does and for me it's still called motion blur.
The blurring because of motion, get it?

Btw, have you ever tried moving white object through black space? You'll get nice effect of motion blur without any specific coding or support for such effects.
 
RejZoR said:
I know what it does and for me it's still called motion blur.
It's also called temporal anti-aliasing.

Btw, have you ever tried moving white object through black space? You'll get nice effect of motion blur without any specific coding or support for such effects.
No you don't. You get an image of multiple images blended together in your eye. This is not motion blur: this is what you're trying to avoid by implementing motion blur.
 
RejZoR said:
I know what it does and for me it's still called motion blur.
The blurring because of motion, get it?

Obviously professionals and the entire industry call it temporal antialiasing for years now and that for a reason since it smoothes out time in a relative sense. What is there exactly to "get"?

Btw, have you ever tried moving white object through black space? You'll get nice effect of motion blur without any specific coding or support for such effects.

See Chalnoth's reply above.
 
I believe noone mentioned an obvious improvement which should be OOTB: better texture filters.

Bilinear tends to look bad for magnified textures. Bicubic or some higher quality filter when magnifying won't be too costly for DX10-level GPUs, will it?

I know I would pay to get rid of bilinear artifacts in current titles.

Also (as mentioned), forcing 32-bit z-buffer would be nice to combat the occasional z-fighting.
 
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Well, I think a lot of us poor enthusiast types are caught in a "we don't know what we don't know" trap on that. Not that we wouldn't be interested. Is there somehwere to look at purty examples of what different advanced filtering methods beyond those in use on consumer cards today can bring to the table? Preferably those actually in reach performance-wise within a reasonable timeframe, rather than "well, if we had 10x the bandwidth and 20x the alu-power then *this* would be cool!" kind of stuff (not that those aren't interesting too, natch).
 
Well, one thing that could be used for magnification would be bicubic filtering. But personally I think it's better to just go higher-res than deal with the larger processing and cache requirements of bicubic.
 
geo said:
Preferably those actually in reach performance-wise within a reasonable timeframe, rather than "well, if we had 10x the bandwidth and 20x the alu-power then *this* would be cool!" kind of stuff (not that those aren't interesting too, natch).

I looked that one up on purpose, because that's exactly the answer you don't want to hear:

You know, trilinear filtering was good enough for the best of the best flight simulators for many many years, and every time you or I have been in an airplane, the pilot flying it was probably trained in a simulator that used trilinear filtering! Anisotropic filtering is a relatively subtle effect of texture filtering, allowing severely oblique-angled textures to look both sharp and smooth at the same time. It's not really a "fake" method—it's a better estimate of the "perfect" filtering than either bilinear or trilinear filtering. And, there are still better techniques beyond anisotropic filtering, but they require even more effort and hardware.

http://www.extremetech.com/article2/0,1697,1745057,00.asp

*evilgrin*
 
Chalnoth said:
But personally I think it's better to just go higher-res than deal with the larger processing and cache requirements of bicubic.
Perhaps, but for today's games bicubic would rock. And there's no need to use it everywhere.

Wasn't DX10 supposed to introduce programmable texture filtering? Or has it been cut? Either way, I can't see why bicubic would be so much more expensive than anisotropic trilinear.
 
EasyRaider said:
Either way, I can't see why bicubic would be so much more expensive than anisotropic trilinear.

With optimisations or without? ;)
 
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