BenSkywalker
Regular
Basic-
This is actually what I was referring to in terms of contradiction. Anisotropic will turn the pixels gray on its own. Running 2048xAF your long axis won't be exceeding the anisotropy supported on current displays. I'm not seeing your first point, utilizing a different mip level isn't going to change your sampling positions, how does this relate? Not trying to be obtuse here, I'm just not seeing the relation.
Of course it can be used against it. The issue is how many gray pixels will you end up with versus non AF SSAA.
You compare the axis of the texture, how is that determined both in terms of initial orientation and then calculation?
If you adjust the LOD bias enough then yes.
First are they updated? Comparing a 8bit v 24bit downsampled image there is no way the one will be close to the other. Then there is the issue with it being at the perfect angle for SSAA.
With red and green you get brown, how would gamma correction fix that?(Honest question, never tried it out with my R9500Pro).
Chalnoth-
I've checked it out on a GF4, although it's a bit hard to figure out how to compensate for the LOD changes on that(xS modes), would 1024x768 run a comparable LOD bias to 1536x768..?
Did it ever work right? I honestly forgot about it until you just mentioned it
Since anisotropic filtering is done by blending a lot of samples along a line, and this line can cross a lot of black and white squares, the result will be gray.
So there's no contradiction between those two statements.
This is actually what I was referring to in terms of contradiction. Anisotropic will turn the pixels gray on its own. Running 2048xAF your long axis won't be exceeding the anisotropy supported on current displays. I'm not seeing your first point, utilizing a different mip level isn't going to change your sampling positions, how does this relate? Not trying to be obtuse here, I'm just not seeing the relation.
But it seems as you tried to avoid the point there. The point was that your opinion against SSAA (that gray pixels are bad if the source only consist of black and white), could be applied against MSAA and AF too.
Of course it can be used against it. The issue is how many gray pixels will you end up with versus non AF SSAA.
Are you refering to the "keystone correction"? That's not needed since the effect is insignificant at reasonable resolutions.
Or do you simply associate textures needing anisotropic filtering with "z-based" since they often occur at surfaces with a high z-gradient?
You compare the axis of the texture, how is that determined both in terms of initial orientation and then calculation?
SSAA will give sharper looking textures when the LOD is changed accordingly and when this means that a more detailed LOD is used.
It will not give sharper looking textures, and even slightly blurier if you don't use a more detailed LOD. (Either because the LOD is bad like a default V5, or because there simply aren't any higher LOD to sample from.)
If you adjust the LOD bias enough then yes.
PS
What's your (Ben) opinion on madshi's fractals. Which image show most details in, say, the top right corner?
PS
What's your (Ben) opinion on madshi's fractals. Which image show most details in, say, the top right corner?
First are they updated? Comparing a 8bit v 24bit downsampled image there is no way the one will be close to the other. Then there is the issue with it being at the perfect angle for SSAA.
If AA give you "halos" with a color that doesn't fit in, then that's a sign that your gamma is incorrect.
With red and green you get brown, how would gamma correction fix that?(Honest question, never tried it out with my R9500Pro).
Chalnoth-
Again, you're only considering FSAA vs. higher resolution. This is a mute argument with today's GPU's (though not many have any SS modes anymore, and for good reason).
I've checked it out on a GF4, although it's a bit hard to figure out how to compensate for the LOD changes on that(xS modes), would 1024x768 run a comparable LOD bias to 1536x768..?
The Radeon 8500 also had a non-ordered-grid technique, though it was always fairly buggy.
Did it ever work right? I honestly forgot about it until you just mentioned it