You've confused me. Which of those LBP2 shots is a jaggy mess? The worst offender I can see are the ultra-high contrast glowing beams against a black background, and they're muted jaggies, and only where they occur. There are more inbetween step values than 4xMSAA, although the distribution favours a stronger, more visible last step I think. However, the near vertical orange beam is completely jag free. None of those LBP2 shots is anything like a jaggy mess that I can see!Gah, if that's MLAA, I have to say, I'm less than impressed. Definitely better than Quincunx certainly, but not much to write home about. Still a jaggy mess, just less of a jaggy mess.
Gah, if that's MLAA, I have to say, I'm less than impressed. Definitely better than Quincunx certainly, but not much to write home about. Still a jaggy mess, just less of a jaggy mess.
Regards,
SB
Gah, if that's MLAA, I have to say, I'm less than impressed. Definitely better than Quincunx certainly, but not much to write home about. Still a jaggy mess, just less of a jaggy mess.
Regards,
SB
To be fair, the LBP1 shot has the camera higher up, and those edges aren't vertical, whereas in the LBP2 example they are. Thus with zero AA, they'd still be perfect jag-free lines! However, the sentiment is definitely true. LBP1 has those crawling jaggies; LBP2 doesn't. There are a few cases where AA isn't as strong, but it really is an incredibly clean game.
I think he meant versus QAA in general. Although I don't understand how he can view LBP as a jaggy mess, so maybe I'm wrong on this!And first game is using MSAAx2 not QAA.
I'm not sure how that first shot could be described as a "jaggy mess". They're almost completely eradicated. Perhaps the almost-horizontal bright white against black of the second shot shows something not much better than the original though, but isn't that a worse case scenario?
By the way, what was the AA in LBP1?
You've confused me. Which of those LBP2 shots is a jaggy mess? The worst offender I can see are the ultra-high contrast glowing beams against a black background, and they're muted jaggies, and only where they occur. There are more inbetween step values than 4xMSAA, although the distribution favours a stronger, more visible last step I think. However, the near vertical orange beam is completely jag free. None of those LBP2 shots is anything like a jaggy mess that I can see!
From all the "OMG, MLAA is the best thing since sliced bread posts" I've seen, I was quite expecting something between 4x and 8x MSAA. Or in other words something closer to what I expect from 4x or 8x MSAA when I use that on PC.
It's good for consoles certainly, as everything on console is pretty much a jaggy mess and less of a jaggy mess is at least progress.
...But again, that's nothing against MLAA, but probably more against all the freaking hype for it on the boards here which made me expect something better than what it turned out to be. As I said, it's less of a jaggy mess which is a good thing. And certainly a far better solution than Quincunx.
The first shot in the analysis isn't a good one to use when looking for aliasing, as the MLAA shot has the most noticeable feature for AA as a near perfectly verticle line rather than the more diagonal line of the LBP1 shot. But even in that shot it's quite easy to see the aliasing in the high contrast areas. Low contrast area's are always going to be more effective at hiding aliasing (see Doom 3).
The second set of shots is the worst offender obviously as it has the most high contrast edges, but it's evident in the other shots also. It's rather comparable to 2x MSAA and a bit better in some cases, but in looks it doesn't appear to come close to approaching 4x MSAA quality in the cases that matter the most (high contrast).
From all the "OMG, MLAA is the best thing since sliced bread posts" I've seen, I was quite expecting something between 4x and 8x MSAA. Or in other words something closer to what I expect from 4x or 8x MSAA when I use that on PC.
It's good for consoles certainly, as everything on console is pretty much a jaggy mess and less of a jaggy mess is at least progress.
Do you have comparison pictures that show 4x or 8x MSAA with MLAA to show the differences ? It's easy to make a comment without visuals. According to the original MLAA tech article, it can be as good as 16x or even 64x in the best case scenario.
Well, I just plain can't relate to that! Noticeable jaggies if you look or them, maybe. But jaggy mess? What do you call 0xAA then? And as for MLAA performance, these shots obviously haven't gone out of their way to focus on MLAA comparisons, but if you get a block in the editor and rotate it, jaggies are extremely hard to spot, such that it's hard to tell if an edge is perfectly vertical/horizontal or not, because you can't measure by the edge tearing.The second set of shots is the worst offender obviously as it has the most high contrast edges, but it's evident in the other shots also. It's rather comparable to 2x MSAA and a bit better in some cases.
You're not safe - the movie-type camera has a DOF setting that allows most of the level to be blurred out.As for the tech, yeah, it's mostly a quite noticeable improvement over LBP1. Although it uses way too much of my most hated current gen 3D checkbox feature, DoF. But at least it's not so bad here, as it's obvious you're supposed to be looking through a camera at what's happening as opposed to say a FPS where presumably you're looking through your own eyes.
Yeah, there's a few tradeoffs. As well as the motion blur taking a hit, it seems the DOF is running on a similar change, and isn't as refined in the LBP2 Beta as LBP.Interesting article although do I spot some downgrades?
LBP2 doesn't use slices. It's a volume light, like (AFAICT) CryEngine 3's GI solution with a single volume and no nested volumes. These comparisons have used the same level created in LBP imported into LBP2, and the default spot-light fog setting from LBP isn't as strong in LBP2 which can be cranked up. You'd then see the smoothness of the shadows. They have some optical inaccuraces, like not occluding the whole length of light beam, but they are very convincing and without the artefacts of typical cascaded shadow samples.Also lightbeams in LBP1 seems to use more slices to form volume though they dont get occluded.
It's in the full Eurogamer article. I love it!!Any video showing the Splat effect ?
It's the new rendering effect for the old Toxic Fog, so functions identically - you can have things walk through it it stick it on objects to make them dangerous. It'll look out of the place with orignal story levels though, and the ghost spewing fluffy clouds instead of their eerie haze!Artistically, I like the old smoke effect better even though some may think it's sparse. Can the new smoke effect be used as a gameplay element ? e.g., place monsters in thick cloud. Or is it for show only ?