andypski said:Just FYI.
If anyone wants to see some good examples of the kinds of artifacts that can be generated by texture sampling falling outside the covered subsamples then the game Max Payne shows them fairly clearly if you turn on AA. (If I recall correctly)
WaltC said:What should I be seeing in the way of artifacts to illustrate?
andypski said:WaltC said:What should I be seeing in the way of artifacts to illustrate?
Normally what you would see is some sparking around the edges of the model - as you turn the camera around and look at different angles.
Try with 2x AA. I believe that statistically the error gets less visible as the number of subsamples increases, since each subsample contributes less.
WaltC said:Tried with 2x FSAA and experiemented with AF on and off--still no artifacts of any kind that I can see. At this point I'd guess what you saw was probably a driver bug which has since been fixed...Next I'll try 6x and see what happens...
andypski said:I'm fairly sure that I would know about that if it was the case...
Try turning AF on as well as AA and see if you can see anything then.
It is a good game
andypski said:Right - just retried it myself - the artifacts are definitely there, although they show up better in some areas than others - might be to do with the game's lighting system.
Just stand still with the camera in one place and watch as he turns his head - you should see occasional flashes of light pixels appearing around his hair as his head moves. If you don't see them then move to another area and try again. Try and get the outline of his head against a dark background so that you can see the flashes when they happen.
The effect can be quite subtle, so you will need to look carefully.
I've seen this on GeForce 4 4200 and 4600, Radeon 9700 and Radeon 9800.WaltC said:Mhhhmmm.....what's your 3D hardware?
OpenGL guy said:I've seen this on GeForce 4 4200 and 4600, Radeon 9700 and Radeon 9800.WaltC said:Mhhhmmm.....what's your 3D hardware?
WaltC said:Mhhhmmm.....what's your 3D hardware? I've played through the game up until the scene in the bar in chapter four (where I keep getting blown away), and haven't noticed the effect you describe while playing. What I did while testing for the effect last night is to run the tutorial and move the camera quite a bit both close in and at a distance, in both dark and lighted areas, and also paused in the game in which case the camera does a 360 around him--couldn't see it there or in the game so far. Also what's you FSAA level and AF, etc.?
Heh... It's not that big a deal deal obviously, if I have to work so hard to try and see the effect--but you've got my curiosity aroused. I'll get back a final time and let you know whether I could ever get the artifact to reproduce on my system...
Colourless said:It's there all right. Though you may not see it, if the camera is not in the right place.
I had the camera pretty much directly behind Max. I was running at 640x480 with 2x FSAA and 16x Anisotropic. Any higher res and they might be really hard to spot.
Anyway, around the edges of Max's hair there would be the occasional odd white pixel appearing. Was it obvious? No not really, but it's there.
WaltC said:I'm sure you guys are seeing something no doubt, but, hey, if this effect is so insignifigant you've got have gigantic pixels and precise camera angles & lighting to even see it occasionally, it just strikes me that the lack of FSAA at 640x480 would be far more noticeable and objectionable in terms of aliasing artifacts than this. It's difficult to imagine Newell is talking about something like this, as even in the res the current HL2 movies are recorded in the aliasing artifacts are easily seen--but I guess we'll see what he's talking about relative to HL2 when he releases an FSAA sample movie. While trying to see this effect myself I wondered if people were seeing flashes of the lighter-toned highlights in max's hair from certain angles as he turns his head (which bobs and weaves like a water bird's at times)--anyway, thanks for the info.
andypski said:No - there are definite rendering artifacts, it's not to do with seeing highlights in his hair.
As I said above, the problem is that the magnitude of the error can be very large, and with different texture data it can be a lot more visible.
I've got a better example for you to try that shows a similar effect - the 3DMark03 pixel shader 2.0 test. You should see lots of white flashes in this test around the edges of the objects if you turn AA on.
It sounds like a z-compression problem, like the edges aren't being properly-detected and taken care of. If this is the case, it might be a flaw in the hardware, or it might be a shortcut taken by the drivers, or it may just be a bug in the drivers (depends on how much control over the hardware the drivers actually have...).andypski said:I've got a better example for you to try that shows a similar effect - the 3DMark03 pixel shader 2.0 test. You should see lots of white flashes in this test around the edges of the objects if you turn AA on.
Sure, the exact same issue on GeForce FXs and Radeons? No. This is the same issue as has been discussed with Max Payne.Chalnoth said:It sounds like a z-compression problem, like the edges aren't being properly-detected and taken care of. If this is the case, it might be a flaw in the hardware, or it might be a shortcut taken by the drivers, or it may just be a bug in the drivers (depends on how much control over the hardware the drivers actually have...).andypski said:I've got a better example for you to try that shows a similar effect - the 3DMark03 pixel shader 2.0 test. You should see lots of white flashes in this test around the edges of the objects if you turn AA on.