FXAA On PS3....Why use this over MLAA?

Painless integration: it's GPU-only, so no messing around with finding SPU time
Quality: apparently has better temporal stability
Performance: IIRC, ~1-1.5ms on GPU
 
According to Timothy, MLAA is better for long edges. If it only consumes 1ms and gives good result, then it sounds like a winner. The devs can always use the SPUs for something else.

I was actually wondering if it makes sense to do a SPU version of FXAA for games that already use SPUs for shading and post processing.
 
Timothy should release some FXAA3 media,there is not enough on it and it seems pretty good solution.DF had a good comparison picture from Enslaved.
http://img705.imageshack.us/img705/8053/fxaa001.png

Digital Foundry said:
Playing with FXAA anti-aliasing filter. Quality is excellent (in motion too). Here's an Enslaved comparison shot.That's the console quality setting designed for fast performance on current gen hardware. FXAA for PC is even better.
 
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Sony ICE team, isnt that basically the R&D team in Naughty Dog? Uncharted 3 will look .....:oops: Better hook Insomniac and their other bros up!
 
Yap, apparently, they will have more SPU headroom. :p
Hope it's not too late to use the extra resources for U3.
 
they can always use the extra for uncharted 4 hehehehe. Seriously, I hope Insomniac can get it into R3, DF said they are still using the broken 2XMSAA.
 
they can always use the extra for uncharted 4 hehehehe. Seriously, I hope Insomniac can get it into R3, DF said they are still using the broken 2XMSAA.

R1 and 2 used QAA, and those were very clean looking games. R3 demo is full of jaggies OTOH.
 
Interesting notes about FXAA :

7900GT as optimization proxy for ps3,on x360 only 1.3 and 1.5ms with FXAA2

http://timothylottes.blogspot.com/2011/04/nvidia-fxaa-ii-for-console.html

http://timothylottes.blogspot.com/2011/05/fxaa-console-status.html

http://timothylottes.blogspot.com/2011/03/nvidia-fxaa.html

Latest stage of FXAA3

http://timothylottes.blogspot.com/2011/06/fxaa3-console-status-update-2.html

" The End Result of All This

FXAA3 should be around 1ms for 720p on either console, and using the same interface, has a higher quality PC version. FXAA3 Console on PS3 does not have the same long edge quality as Sony's MLAA, but overall FXAA3 costs significantly less, freeing up SPU time for things like tile deferred lighting, etc! "

FXAA4 coming too..

Timothy Lottes said...
Do not have exact numbers on run-time variance for 360, guessing +/- 0.1ms. As for a FXAA4, guessing the answer is yes, certainly not everything has been fully explored yet.."


"
 
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Quality-wise I'd say it's in the same ballpark as MLAA. The obvious advantage is that it's a hell of a lot easier to throw in a single full-screen fragment shader than it is to work in an SPU-based effect, since the latter requires more complex setup (you need to render into slower system memory, you need to synchronize, you you need to make sure that the SPU's and GPU's work in parallel without either one stalling for the other, you may need to add a frame of latency, etc.). Plus for some people 1ms of GPU time may be a better proposition than spending 4-5ms of SPU time on multiple SPU's.
 

I'm not want that sounds pretty lamer but in the long linear edge this filter seems pratically useless, looked the lamp...
box-P-S8-T8-2x.png
 
Vita doesn't need it as much due to PowerVR magic. 3DS is likely below the baseline for programability on the PU at least.
 
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