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Hey, bloom made a big difference in early games. E.g. WoW looked really great with that filter years ago. Without bloom it looked really boring.Don't forget bloom. Truly the new "piss filters" of this gen (among others effects...) and they will be remembered as such.
GameWorks.That demo was supremely impressive. Unfortunately without 12_1 I don't think you can enable a lot of those features they have going.
haha. well still though without Tier 3 TR and CR, I think it's going to be rough on the hardwareGameWorks.![]()
Finally, to wrap up the talk we will look at how our pipelines could evolve in the future, especially with upcoming APIs such as DirectX 12.
Render the scene at 2x2
lower resolution (540p) with
ordered grid 4xMSAA pattern
8xMSAA Trick Benchmark
One pixel is a 2x2 tile of ”2xMSAA pixels”
I think he's saying that in addition to treating pixel centers as geometry samples on an ordered 4x grid ("MSAA trick"), there's 2x of "actual MSAA"?Edit2: The part that's messing me up is the "one pixel is a 2x2 tile of 2xMSAA pixels." I think I understand it creating 4 "interior pixels" for a 1080p render target for every 4 pixels in the 540p buffer. You use the interior sample in the ordered-grid and interpolate the UV and tangent. So why does that end up being a 2x2 tile of 2xMSAA pixels? Is there a step in there that I'm missing? Hopefully what I wrote is not embarrassingly wrong.
This is correct. Our G-buffer is equivalent to 2xMSAA in quality (with EQAA it is actually very close to 4xMSAA on consoles). This reduces edge crawl compared to other games that don't have any additional samples per pixel. We of course have other antialing methods as well + custom resolve + toksvig mapping to reduce specular aliasing. I am currently at airport with my iPad only. I will provide a detailed answer later.I think he's saying that in addition to treating pixel centers as geometry samples on an ordered 4x grid ("MSAA trick"), there's 2x of "actual MSAA"?
So each pixel in the 540p buffer would look something like this:
![]()
Where green is the pixel center in the 540p buffer, purple is the location of the pixel centers in the implied 1080p buffer, and red is the actual samples in the buffer (two per purple, since 2xMSAA).
Maybe. Or something.
This is correct. Our G-buffer is equivalent to 2xMSAA in quality (with EQAA it is actually very close to 4xMSAA on consoles). This reduces edge crawl compared to other games that don't have any additional samples per pixel. We of course have other antialing methods as well + custom resolve + toksvig mapping to reduce specular aliasing. I am currently at airport with my iPad only. I will provide a detailed answer later.
If someone wonders why the G-buffer only uses 18 MB of ESRAM, the answer is: we are doing lighting, post processing, VT page generation and particle rendering using async compute in the background. Only culling + g-buffer draws + shadow draws are in the render pipeline. Everything else is async compute. This gives us huge perf gains. Unfortunately I had only a 25 minute slot, meaning that I had to remove all my async compute slides.
The thought process goes something like this: What is the minimal amount of data we need to identify each surface pixel in the screen.@sebbbi just a curiosity, but how exactly does the thought process play out for all these new render pipelines and techniques? Is it looking into research? Or just a lot of trial and error with some intuition to guide you ?
Yes. MSAA trick for 1080p results in 4K.Is this a viable way of doing 4k on the PC, rendering first at 1080p?
Yes. MSAA trick for 1080p results in 4K.
However, we need API support for programmable MSAA sampling patterns. Many existing PC GPUs already support this. DX12 unfortunately didn't add this![]()
Both Nvidia and AMD already have OpenGL extensions for programmable MSAA pattern. Vulkan supports extensions, so even if it didn't have native support, extensions will surely be available.So this is console only for now, or does Vulcan or Metal support programmable MSAA sampling patterns?
The thought process goes something like this: What is the minimal amount of data we need to identify each surface pixel in the screen.
...
Not to discourage you or anything, but you should read this entire thread from the start or at least start many pages back from here where we fully discuss in this thread what aspects Xbox stands to gain from DX12. There's 1600 posts in here lol. You will find things in here that those websites you have quoted have not covered.Although direct12 might give xbox one some improvements, there is not going to be that much of a change since consoles have had low level access apis for a long time