Image Quality and Framebuffer Speculations for WIP/alpha/beta/E3 games *Read the first post*

No, not for me either. I'd sooner believe no AA and just not that high detail textures most of the time. The sandy color palette and lack of HDR just makes AA harder to detect.
No,I think there definitely is AA,probably FXAA.I would assume that because it doesn't look like QAA they have been using till now,and their lead engineer was having a chit chat with Timothy Lottes about FXAA on twitter.
 
No,I think there definitely is AA,probably FXAA.I would assume that because it doesn't look like QAA they have been using till now,and their lead engineer was having a chit chat with Timothy Lottes about FXAA on twitter.

I have the suspect me too after to have rewacthed more the captures... remember a lot DE on 360, muddy but don't affect the texture details.
 
FXAA is really starting to grow on me. slightly off topic, but for 360 titles, would they also benefit (overall performance wise) from changing traditional (MSAA) AA to FXAA? The edge smoothing in Deus Ex was really impressive on the 360 version, and the texture detail was barely affected (to my eye anyway).
 
I'm curious about Dead Island since that is out soon. Anyone have any idea where to find good media for analysis? I looked but no luck.

I have the suspect me too after to have rewacthed more the captures... remember a lot DE on 360, muddy but don't affect the texture details.

There's nothing muddy about DE.

FXAA is really starting to grow on me. slightly off topic, but for 360 titles, would they also benefit (overall performance wise) from changing traditional (MSAA) AA to FXAA? The edge smoothing in Deus Ex was really impressive on the 360 version, and the texture detail was barely affected (to my eye anyway).

I've been curious about this as well. Not just for the 360, but for both systems. Is 2xMSAA and 4xMSAA a fixed cost on each platform, or does the cost differ from game to game? Edit: Thought I read Joker say it was effected by poly counts, but wasn't sure if this was just the ps3 (the system he was discussing) or both systems. With FXAA costing ~1ms on both systems, I'd be curious to see how much performance is gained compared to MSAA on consoles.

Though I won't continue this exact discussion here since it's probably best done in the AA thread.
 
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FXAA is really starting to grow on me. slightly off topic, but for 360 titles, would they also benefit (overall performance wise) from changing traditional (MSAA) AA to FXAA? The edge smoothing in Deus Ex was really impressive on the 360 version, and the texture detail was barely affected (to my eye anyway).

Mmm on pc yes, but on 360 not convince me so much,...I mean, great to cover all jaggies, but in the long line appears seems to see water's waves even not in motions... I can't say to what depends because on pc I missed this particular artifact, maybe was an earlier implementation on 360, who knows. I'm interested to see in motion how work in AC:R if is there.
 
I'm curious about Dead Island since that is out soon. Anyone have any idea where to find good media for analysis? I looked but no luck.



There's nothing muddy about DE.



I've been curious about this as well. Not just for the 360, but for both systems. Is 2xMSAA and 4xMSAA a fixed cost on each platform, or does the cost differ from game to game? With FXAA costing ~1ms on both systems, I'd be curious to see how much performance is gained compared to MSAA on consoles.

Though I won't continue this exact discussion here since it's probably best done in the AA thread.

The IQ is definetely muddy compared to a normal IQ, I don't know how we can't say the opposite, I think it's pretty evident. By the way don't touch the texture details and this counts more.
 
So when looking at the PC comparison of no AA against low FXAA, you would describe the FXAA IQ as muddy? Can't say I agree at all.

On pc the resolution is a lot more high could depends of this... probably I wrong adjective, but on console the IQ isn't it so fascinating or clear how a no AA solutions (or msaa but even MLAA of sony...), at least judging the first games captures or video released. However cover it's excellent. Low FXAA blurry almost nothing in comparison, but the work in the edges is very limited. IMHO.
 
On pc the resolution is a lot more high could depends of this... probably I wrong adjective, but on console the IQ isn't it so fascinating or clear how a no AA solutions (or msaa but even MLAA of sony...), at least judges the first games capture or vide. However cover it's excellent. Low FXAA blurry just a bit in comparison, but the work of the custom AA is very limited. IMHO.

IIRC early console footage was very jaggy IMO, so you could certainly tell when no AA was used. Sorry but I think FXAA looks great, even on consoles.
 
I play about 1.5 feet from my 32 inch screen and I got to say that I would like game to be just touch,and I mean,just touch muddier than jagged with lots of shimmering.It also depends on TVs really,and your sharpness settings.Most people won't even notice difference when they are playing because frankly its impossible,and those who will notice will have to get couple of inches from screen and take a good look.
 
revelations looks like QAA and noticed several shots with tearing.

edit: nvm i'm not sure what aa.
 
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IIRC early console footage was very jaggy IMO, so you could certainly tell when no AA was used. Sorry but I think FXAA looks great, even on consoles.

Well, my problem is the shimmering in this post AA. I hate it sometimes in KZ3, I can't say otherwise to the FXAA because appears even more evident, at least in DE. But probably how first implementation need only to be refined.
 
Well, my problem is the shimmering in this post AA. I hate it sometimes in KZ3, I can't say otherwise to the FXAA because appears even more evident, at least in DE. But probably how first implementation need only to be refined.

depends which platform you're talking about on ps3 shimmering is definitely more evident on 360/PC it looks more than adequate. i'd judge fxaa more on those two platforms because it looks retooled or possibily mlaa as Al/DF suggests on ps3.

anyways FXAA best case scenario, Look at the lamp base in the bottom left, that's money lol.
http://images.eurogamer.net/assets/articles//a/1/3/9/3/5/2/1/360_aa.bmp.jpg
 
depends which platform you're talking about on ps3 shimmering is definitely more evident on 360/PC it looks more than adequate. i'd judge fxaa more on those two platforms because it looks retooled or possibily mlaa as Al/DF suggests on ps3.

anyways FXAA best case scenario, Look at the lamp base in the bottom left, that's money lol.
http://images.eurogamer.net/assets/articles//a/1/3/9/3/5/2/1/360_aa.bmp.jpg
Outside the shortish gradient I do not see any problem with FXAA on the lamp, seems to work quite well.
SSAO is abysmal though. (looks horrid on PC as well.)
 
depends which platform you're talking about on ps3 shimmering is definitely more evident on 360/PC it looks more than adequate. i'd judge fxaa more on those two platforms because it looks retooled or possibily mlaa as Al/DF suggests on ps3.

anyways FXAA best case scenario, Look at the lamp base in the bottom left, that's money lol.
http://images.eurogamer.net/assets/articles//a/1/3/9/3/5/2/1/360_aa.bmp.jpg

FXAA on pc in DE is a lot better watching the eurogamer link than the 360... I don't talking of edge detected but ripples artifacts... on 360 is really evident in the linear long edges even not in motions. By the way, probably it's just an earlier stage of the implementation on the console.
 
FXAA on pc in DE is a lot better watching the eurogamer link than the 360... I don't talking of edge detected but ripples artifacts... on 360 is really evident in the linear long edges even not in motions. By the way, probably it's just an earlier stage of the implementation on the console.

Of course FXAA is better on PC, that should go without saying. IIRC low FXAA on PC is the rough equivalent to FXAA on consoles, and it still doesn't look bad. Much better than the typical edge blur or no AA.

You're pointing out characteristics that have been around since the introduction of post process AA on consoles, which includes MLAA, so why are you so hung up on the 360 version?
 
Of course FXAA is better on PC, that should go without saying. IIRC low FXAA on PC is the rough equivalent to FXAA on consoles, and it still doesn't look bad. Much better than the typical edge blur or no AA.

You're pointing out characteristics that have been around since the introduction of post process AA on consoles, which includes MLAA, so why are you so hung up on the 360 version?

:???: In MLAA I noticed this kind of artifact in the cross edges or long linear or finest (or in particular conditions of camera's motions, like kz3 setting); from now we have only DE to have an idea how works on console; I can't to avoid to notice these ripples effect in almost every edges, I don't understand why hurt you so much you if I said so... a lot of times I have claimed the same thing about the MLAA limits in some edges, after the claims of NVIDIA about the 'better solution & less artifact post AA', I think it's the normal of things to be surprise to notice the exact opposite, probably because I'm expected something more of MLAA even if it's cheapest.
 
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