Gears of War is one of the worst offenders I've seen for shader aliasing. Note that this is not edge aliasing, thats we've all been talking about previously. Gears probably makes the most prolific use of shaders of any title so far, on probably all surfaces, and does suffer from shader aliasing / specular noise - of the graphics this is the element that I found most distracting, and it would be more noticable on the larger TV sets / panels.
Note: expect to see more of these type undersampling artifacts in all titles this generation as shader uptake becomes more prevelant.
Mmmmkay; the "jaggies" you see can infact be a result of bad deinterlacing of your TV-set. You're running the game with 1080i-output right?
A shader could be written to not compute a color for an exact point on the surface, but rather integrate over a small area around that point. Of course that's more expensive and someone would have to write and mangle the shader code. It's not exactly trivial to solve robustly, with good performance.There's no fix for that is there? Short of super sampling. Or is there room for shaders to incorporate a level of filtering without being far too costly?
I was just thinking that yesterday. Shaders could be computed on an ordered grid for fixed surface points and interpolated for each point - basically rendering the shader as a virtual texture and filtering.A shader could be written to not compute a color for an exact point on the surface, but rather integrate over a small area around that point. Of course that's more important and someone would have to write and mangle the shader code. It's not exactly trivial to solve robustly, with good performance.
That doesn't solve aliasing. What you describe is no different from upscaling a low resolution to a high resolution. Upscaling actually makes aliasing worse because you're working with less sample points.I was just thinking that yesterday. Shaders could be computed on an ordered grid for fixed surface points and interpolated for each point - basically rendering the shader as a virtual texture and filtering.
I don't notice the shader aliasing much in Gears, but Doom 3 had it really badly. In Gears I notice the edge aliasing mainly, but I run at non-native resolutions (on a 1080i RPCRT at 1080i and a 1200p LCD at 1280x768), so a lot of the aliasing people with true 720p screens would notice is probably being blurred through scaling.Gears of War is one of the worst offenders I've seen for shader aliasing. Note that this is not edge aliasing, thats we've all been talking about previously. Gears probably makes the most prolific use of shaders of any title so far, on probably all surfaces, and does suffer from shader aliasing / specular noise - of the graphics this is the element that I found most distracting, and it would be more noticable on the larger TV sets / panels.
Note: expect to see more of these type undersampling artifacts in all titles this generation as shader uptake becomes more prevelant.
Right-O. And I guess you claim there's no grossly crawling textures either?
I haven't changed any video settings. It goes straightout my 360 through component. Any other game or DVDs look just fine while gears is kind of likea pair of old jeans and T-shirt that has gone through the washing machine a few times too many.