I was thinking more stencil buffer/MRT and a custom attribute.
Frantic343 @
@TimothyLottes I found a couple FXAA3 perf tweaks for the 360
version that speeds it up about 15-20% without changing the results.
Graphics dev from 343 got his hands on FXAA3 too.
Meanwhile Timothy posted update how can you get sharper results on console,but with less sub pixel results.
http://timothylottes.blogspot.com/2011/06/sharper-fxaa3-console.html
It basically doesn't blur well done textures at all, since textures are already mipmapped (antialiased). If it touches a texture surface there must be a big luminance difference, and the most likely reason for that is specular aliasing.IIRC, Shift2 developers said they had spent considerable time calibrating MLAA to find the right balance for aliasing/blurring "tradeoff".
That's also why it will be nice to see FXAA in real action.
This works. But stencil masking (or using depth to bounds for NV hardware) provides better performance (less pixels to process).Since the newer algorithm requires RGBL input (where the L is computed in a separate step) one assumes that masking could be accomplished by fabricating the L term across an area of the screen. I'm not sure how well it would work.
Yes, post AA filters address shader aliasing and hard edged (clipped) transparencies. So if you have POM/QDM/etc on every surface and lots of (clipped) foliage and leaves, post AA is a pretty good choice. Post AA filters also help a little bit with specular aliasing, but techniques such as lean mapping are solving that issue better, since specular aliasing is caused by really fine subpixel details. Of course nothing beats real supersampling in quality, but post AA comes pretty close in many cases. MSAA has it's fail scenarios as well (transparencies and shader aliasing).These post processing AA... They can address shader aliasing right ?
hope this is will be all the PS3 and 360 SDK so everyone can take a look.
Yes, post AA filters address shader aliasing and hard edged (clipped) transparencies. So if you have POM/QDM/etc on every surface and lots of (clipped) foliage and leaves, post AA is a pretty good choice. Post AA filters also help a little bit with specular aliasing, but techniques such as lean mapping are solving that issue better, since specular aliasing is caused by really fine subpixel details. Of course nothing beats real supersampling in quality, but post AA comes pretty close in many cases. MSAA has it's fail scenarios as well (transparencies and shader aliasing).
I have to send Timothy big thanks for making antialiasing possible in 60 fps console games. GPU based MLAA was slightly too much (1.6ms = 10% of frame time).
Jimenez's MLAA is running at 1.3ms@720p on the Xbox 360 (XDK build). This deprecates our old XNA's timing of 3.7ms!
It basically doesn't blur well done textures at all, since textures are already mipmapped (antialiased). If it touches a texture surface there must be a big luminance difference, and the most likely reason for that is specular aliasing.
Assuming the quality is good enough, I wonder if they can spare 1ms to get rid of shader aliasing in GT5. ^_^
shouldn't fxaa be cheaper than 2XMSAA or 4X in GT5. Since Polyphony Digital still constantly working on the game, I hope they will do it. Might even get more frame rate boost.
Yes, I was wondering if we can use FXAA on MLAA selectively, only for certain subpixel features.
These post processing AA... They can address shader aliasing right ?
kinda goes along with patsu, some assets which they know are going to be subpixel like these powerlines could they just do what they did with nfs:hp my god i've never seen such magnificent powerlines
![]()
http://www.eurogamer.net/articles/digitalfoundry-nfs-hot-pursuit-demo-showdown
The NFS: HP powerlines are analytically anti-aliased thanks to some awesome rendering code Criterion did![]()
Yes, and I've long expounded as much. Power lines can be drawn as perfectly antialiased 2D curves and composited, ignoring completely the clumsy attempt at rendering them with triangles. A shift to deferred renderers makes compositing different image elements easier, and I hope, with a mix of programmable hardware, developers use more varied rendering strategies, picking a method that's better for a particular job rather than trying to fit everything into the one representation.So would it be possible (in futur, or may be in present?) to have selective AA method in function of needs in the same frame ?
Yes, and I've long expounded as much. Power lines can be drawn as perfectly antialiased 2D curves and composited, ignoring completely the clumsy attempt at rendering them with triangles. A shift to deferred renderers makes compositing different image elements easier, and I hope, with a mix of programmable hardware, developers use more varied rendering strategies, picking a method that's better for a particular job rather than trying to fit everything into the one representation.
I fused MLAA+DLAA and now MLAA+FXAA3 with good results. MLAA (because of the depth-information) takes care of low-contrast high-depth situations, FXAA or DLAA of everything else. DLAA is rather costy and blurry, FXAA is quick, and the fusion is very quick as well. I took the standard color-edge detector out of MLAA because that's doing FXAA then.
I fused MLAA+DLAA and now MLAA+FXAA3 with good results. MLAA (because of the depth-information) takes care of low-contrast high-depth situations, FXAA or DLAA of everything else. DLAA is rather costy and blurry, FXAA is quick, and the fusion is very quick as well. I took the standard color-edge detector out of MLAA because that's doing FXAA then.