Golden Axe: Beast Rider has a suspiciously sub-HD look about it... thoughts from the jury?
360: http://img78.imageshack.us/img78/8422/goldenaxe360007ey5.jpg
PS3: http://img123.imageshack.us/img123/6794/goldenaxeps3007de5.jpg
1280x720 2xAA
Golden Axe: Beast Rider has a suspiciously sub-HD look about it... thoughts from the jury?
360: http://img78.imageshack.us/img78/8422/goldenaxe360007ey5.jpg
PS3: http://img123.imageshack.us/img123/6794/goldenaxeps3007de5.jpg
1280x720 2xAA
1280x720 2xAA
more like 1280x720 with the blur filter (no AA)
So whats the image quality of Gears 2?
720p 2xAA?
Now the downsides:
- render everything (including lighting) as usual including the final shading/combine pass, but not including the post-processing stages.
- re-render all the on-screen geometry to MSAA-RT while projecting and sampling the texture from stage #1 using either a) the cheap way - use the direction obtained from the difference of interpolated texture-coordinate and the same texture-coordinate with "_centroid" modifier applied, or b) interpolate fragment depth as well and search closest Z in the nearby samples
- resolve your MSAA-RT and continue as usual
2.a. suffers from the hardware trick/cheat/bug all IHVs I know have implemented. When your pixel/fragment actually covers just two sub-samples the centroid modifier will correctly give you location between whose two. Obviously one covered sub-sample is correct as well. But when your fragment covers three sub-samples out of four, they give us not the actual centroid position, but center instead! Shame on them!
Another downside is polygon intersections. In that places the algorithms behaves exactly as nVidia CSAA, and you'll got little-to-no AA there.
2.b. suffers from precision, for it to work correctly the depth values from nearby samples should be really precise. FP16 doesn't work. FP32 / D24X8 works, but you still have to slightly bias/scale difference towards current/center sample to avoid a lot of artifacts of incorrectly selected samples. A little side note: all IHVs provide us with some way to directly read depth-buffer under DX9, although that's "cheat" territory of graphics programming.
...
But on DX9 HW (or X360) the method 2.a. is relatively cheap and looks good. 2.b. looks better but is too slow for some hardware (X360 for example). For PS3 its probably faster to use the DX10-style 2X-AA, because the cost of re-rendering the whole visible geometry again would be too high for it.
No, there are surfaces that are without the depth of field effect that exhibit classic MSAA.Isn't the perceived AA in Gears, mainly due to the depth of field effect, that blurs everything in the distance?
No, there are surfaces that are without the depth of field effect that exhibit classic MSAA.
There are examples in Mass Effect where the problem seems to be pointing towards an MSAA resolve issue as well.
It's certainly the case for PS3 and I'm all but certain it's the case for 360 that both 1080i and 1080p require a 1920x1080 frame buffer, so if you do 1080i, you get 1080p 'free'.
It has to be said that Xenos scales 720p 4xMSAA up to 1080p very nicely indeed.
I've just noticed Ferrari Challenge (1280x1080) is missing from the resolution list.
Wasn't discussed before AFAIK. Do you have a proper source for that