Perhaps the lighting has something to do with it
Yea I thought of that,remember you said something along those lines in one thread:smile:To elaborate, I was thinking perhaps the LPV rendering stage might have been done at 512x720 with the 2xMSAA remapping trick. But that's just me trying to rationalize how I got 1152 for a scene that was lit only by the world/sunlight whereas the "1024x720" scene was mainly lit via light source.
Why isn't the Dragon Age 2 demo getting any love from DF? It's a really interesting AA solution that doesn't shimmer as much as MLAA but it seems to offer superior edge smoothing to QAA. The rest of the graphics aren't really impressive and the game is pretty much ME2 skinned for medieval fantasy (even the menus are pretty much the same), but that AA is interesting on the PS3 demo.
So it's MLAA or some other custom AA (maybe famous BBQAA )?
The shimmer is there but Bioware has been pretty able to mask the effect, setting faster camera moving, mlaa had major issue with slow camera motions than thin edge, guerrilla in kz3 unfortunately hasn't been so 'smart'.
Just to clarify, do you see shimmering for near vertical or near horizontal (longish) edges in cutscenes or gameplay?
I just want to make sure what you are seeing is not shader aliasing.
DA2's AA breaks on small, bright features of the customes in the PS3 demo. You don't see it in the first half of the game, but when they get into the town it's very apparent, similar to zero AA. There's no subsample accuracy (hence not BBQAA).
what the hell is BBQAA ? Barbecue AA ?
It was on the costumes before the fight, when they were confronting that bloke and yabbering on about the gypsy girl losing her ship and stuff. The AA broke completely around that detailing when the three "good guys" were shown in the same shot. The AA around the normal edges is superb though. Very little visible aliasing or edge crawling, and no edge shimmer as you see in LBP2. It's a damned good AA technique in those cases. Finding an interrim between the two will be extremely effective (this is BBQAA - Bisinusoidal Bohr-Schweissen Qualitative AA).But you talking of thin edges, right? Because I haven't notice aliasing in the town.
Well, we're also dealing with frameblending and possibly their secondary post-process edge AA. Combine that with the resolution deficit, the low-level lighting, the abundant motion-blur... About the only thing that wouldn't be a factor is the geometry pop or the magically appearing waterfalls.
Are there any ps3 game which use BBQAA? How much cost in theory? Anyway news capture of crysis 2 on the ps3: http://www.computerandvideogames.com/291033/news/crysis-2-ps3-gameplay-97-fresh-screens/It was on the costumes before the fight, when they were confronting that bloke and yabbering on about the gypsy girl losing her ship and stuff. The AA broke completely around that detailing when the three "good guys" were shown in the same shot. The AA around the normal edges is superb though. Very little visible aliasing or edge crawling, and no edge shimmer as you see in LBP2. It's a damned good AA technique in those cases. Finding an interrim between the two will be extremely effective (this is BBQAA - Bisinusoidal Bohr-Schweissen Qualitative AA).
Can not be unseen now, the smell of BBQ sauce gets triggered everytime I see the name lol.what the hell is BBQAA ? Barbecue AA ?