Half-Life 2 XB360 won't be using tiling to achieve A.A.

Brimstone

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I sent a email to Valve asking about A.A. and tiling and got a response.

Incase you're answering questions about engine technology on the next-gen consoles, I was wondering if Source on the XB360 will use tiling to fit into the 10mb of eDRAM for 4x A.A.?

Valve response

We're doing our AA a different way - tiling is not a very good way to spend perf to get visual quality

So it will have A.A. but it won't be using the tiling method.
 
We'll I'm going to guess they will put the eDRAM bandwidth to other used with all the special effects they've added to source like depth of field.
 
The eDRAM bandwidth would help with HDR performance too, right :?: (newb :oops: )

It is curious that they said they will be doing AA, but I hope it's not in the same way that PGR3 uses it.
 
Alstrong said:
It is curious that they said they will be doing AA, but I hope it's not in the same way that PGR3 uses it.
:LOL:
Agreed! I hope so too!

Any thoughts on how they will achieve this?
 
Ouch. That's a pretty stinging rejection of a rather fundamental design choice MS and ATi made. And Valve likes ATi!

Could you ask if there will be kb/mouse support?
 
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They didn't clarify why AA as a result of tiling is a bad thing.

It could simply be that it screws compatibility between the cross platform titles they will make for the X360 and PC...or at least complicates things to a degree they wish to avoid.

It does seem to not be using the X360 as intended and maybe even to it's best potential given AA via tiling is supposed to be relatively "free" along side everything else. Another possibility is that we may have just gotten a hint as to that not being the case in practice...or at least for Valve. It's not true for EPIC...but we understand why...wonder what's going on over at Valve if I'm onto something.
 
How can they 'not' tile?

Seems to be a fundamental problem getting AA w/ EDRAM working on pre-existing game engines.

We need to see game engines designed from the ground up. This reliance on UE is brutal.
 
scooby_dooby said:
How can they 'not' tile?

It sounds like they did, but they didn't like the performance tradeoff that involves. Whether that's a general issue or something that's amplified by their engine's approach, I don't know.

The 'paper' tradeoff is shading, vertex shading. Maybe techniques they're using are heavy on the ol' vertex shading, and they've had too much redundant processing when using tiling. I'm kind of surprised it would be a dealbreaker, though. Maybe there's other issues at hand that we don't have visibility on.

UE3's issue is a general one with regard to MSAA. It's not something specific to Xenos or tiling. They don't tile, because MSAA is very inefficient generally with the techniques they use (and you're really only going to tile if you want to use MSAA).
 
scooby_dooby said:
How can they 'not' tile?

Seems to be a fundamental problem getting AA w/ EDRAM working on pre-existing game engines.

We need to see game engines designed from the ground up. This reliance on UE is brutal.

I'd imagine Valve will use their own Source Engine. UE3.0 still makes for pretty games so it's not all that bad a deal we get games built on it.
 
TheChefO said:
From what I understand though, bandwidth on 360 does not allow efficient aa through traditional means.:???:

The eDRAM does use traditional MSAA, so I don't know what Hardnocker is talking about. The only difference is that at 720p resolutions the framebuffer is larger than the eDRAM, so the image must be broken up (tiles) to fit into the eDRAM. They are stitched back together in the system memory. The ROPs write to the eDRAM so they cannot really write to the UMA.

My guess is either they will go with the lower resolution scale up, call DOF and Motion Blurr AA, or go another route and maybe do some sort of edge filtering. Xenos has a lot of extra ALUs not being used much so maybe they are doing anti-aliasing in shaders?

I am more curious if they will use FP10 blending and filtering instead of the shader HDR effect in HL2 Lost Coast.

Similarly: Are we getting soft shadows and self shadowing on all dynamic objects? Looks like it, lets hope it stays! I wonder if they are using dynamic branching for this.
 
scificube said:
Another possibility is that we may have just gotten a hint as to that not being the case in practice...or at least for Valve. It's not true for EPIC...but we understand why...wonder what's going on over at Valve if I'm onto something.

No, Epic's issue is not necessarily tiling, but MSAA. i.e. RSX, 7900GTX, and the X1900XTX have the same problem -- MSAA is a huge penalty using their deferring rendering techniques.

It would be interesting to learn more about why Valve is going this route. VERY astute observation scificube on the cross-platform note. Source's base rendering engine dates to 2001/2002, and even though it seems to have been updated it may have some legacy that does not play nice. e.g. Are they doing an early Z pass? If not tiling wont work anyhow.
 
Acert93 said:
No, Epic's issue is not necessarily tiling, but MSAA. i.e. RSX, 7900GTX, and the X1900XTX have the same problem -- MSAA is a huge penalty using their deferring rendering techniques.

It would be interesting to learn more about why Valve is going this route. VERY astute observation scificube on the cross-platform note. Source's base rendering engine dates to 2001/2002, and even though it seems to have been updated it may have some legacy that does not play nice. e.g. Are they doing an early Z pass? If not tiling wont work anyhow.

I understand that bro. All I meant to say was that we understood why EPIC was not using tiling....while we don't necessarily know why Valve has choosen not to.
 
Acert93 said:
My guess is either they will go with the lower resolution scale up

ugh I hope not!! :mad:

Could they render 720 native with jitter accumulation buffer? or would this be to slow? but then if they are using dof they are already using accumulation buffer so they would just add sub pixel jitter to the camera or am I way off here?
 
Acert93 said:
My guess is either they will go with the lower resolution scale up, call DOF and Motion Blurr AA, or go another route and maybe do some sort of edge filtering. Xenos has a lot of extra ALUs not being used much so maybe they are doing anti-aliasing in shaders?
Unfortunately all these techniques you enlisted don't provide AA, moreover AA in a shader would not help edges at all and it would not help frame rate as well!
 
nAo said:
Unfortunately all these techniques you enlisted don't provide AA, moreover AA in shader would not help edges at all and it would not help frame rate as well!

I think he means lower resolution + AA to fit inside eDram without tiling. As PGR3 did. It seems the most obvious/likely way to get AA without tiling.
 
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