this is why i dont like dlaa, look at how it completely falls apart on the ledge near the middle of the screen. just becomes a noisy mess.
Fxaa seems better overall but still misses thing like the lit ridges on the pillars on the left.
would be great if you could provide a supersampled for comparison of what the expected should be.
what is MFXAA? mlaa + fxaa or msaa + fxaa?
edit: nvm post process
anyone check the performance hit for witcher 2? Thought somewhere it says that they are using MLAA too. The game looks amazing in 1080p and I dont really see those MLAA shimmering probably due to higher res.
Agreed.
It's a bit difficult because I'm not sure the position stays absolute identical on game-load.
MLAA + FXAA, in theory MLAA should soften the depth-edges enough to make FXAA skip over them. And as I see it in the screens it indeed delivers good team-work. Like when you follow the arc, or the diagonal, FXAA still has some snap-shape-to-a-direct-line behaviour (dark interruptions in the steps of the shape), with MLAA pre-applied the discontinuities almost go away on the occations MLAA detected and smoothed a depth-edge.
IMHO in theory I guess MFXAA could be the better smart solution on console (on the ps3 at least, I don't know about 360 how work MLAA; I don't think FXAA cost so much even on the RSX compared to MLAA on the SPU...) the real problem of MLAA is the fine edge & cross edge with shimmering, with the 'gross' edge is simply perfect, better even to 4xmsaa, but with fine long edge or cross edge become really awful... the FXAA could to help a lot to 'mask' the artifact of MLAA limits, but honestly I haven't seen yet in motion how work compared MLAA. I hope someone like you can to try to post this combination in a shorted animated gif, because I'm very intrigued about this experiment AA solutions.