Is ATi's temporal AA a D3D-only feature?

991060

Regular
Althogh I don't think API will apply any restriction on the availability of T-AA, I still want to make it sure. Anyone?
 
Just because Ati's drivers make it available on one API doesn't mean it cannot be available on another API.

Unless someone can explain any limitations of OpenGL which disallows it.
 
Actually my question is:
1, Is T-AA available in OGL through current driver?
2, If not, will it be implemented in the future, or it's imposible to do T-AA in OGL? If so, what's the reason?
 
991060 said:
Actually my question is:
1, Is T-AA available in OGL through current driver?
2, If not, will it be implemented in the future, or it's imposible to do T-AA in OGL? If so, what's the reason?

1. No
2. Most likely, I don't see any reason why it shouldn’t be possible in OGL.
 
991060 said:
Actually my question is:
1, Is T-AA available in OGL through current driver?
2, If not, will it be implemented in the future, or it's imposible to do T-AA in OGL? If so, what's the reason?
Coming soon to OpenGL... not sure what driver release.
 
The OpenGL standard has an invariance requirement that states that if you render two frames with the exact same polygon/texture data in the exact same sequence of render states, you are required to render two bit-identical frames. " TAA" violates this requirement, which means that it probably shouldn't be enabled unless the user explicitly asks the driver to enable it. Other than that, there is no technical reason why "TAA" cannot be implemented in OpenGL.
 
Technically anything that enabled in the control panel (which will be the only way of enabling TAA) will violate all kinds of app and API specific things, so I'm not really sure thats a cause for concern.

For reviews ATI provided a little app that switched the registry - IIRC there were no restrictions on which API it would work in.
 
This one?

Doesn't work in OGL - at least I haven't been able to get it to (and opening it in a hex editor doesn't seem to suggest that it might, AFAICT). Good news that T-AA will in a future Cat. release though.
 
Re: Is temporal AA a D3D-only feature?

991060: Please don't use the term temporal antialiasing if you're not referring to the real thing!
 
Re: Is temporal AA a D3D-only feature?

Simon F said:
991060: Please don't use the term temporal antialiasing if you're not referring to the real thing!
what wrong did I say? :?
 
Re: Is temporal AA a D3D-only feature?

991060 said:
Simon F said:
991060: Please don't use the term temporal antialiasing if you're not referring to the real thing!
what wrong did I say? :?

Temporal antialiasing means that you are taking into account the motion of objects during the frame period (e.g. for 60Hz rendering, the frame period is 1/60th of a second). It's sometimes called motion blur (but, unfortunately, that sounds quite derogatory). Done properly, it will actually make the animation look better.

The thing that ATI are doing is just spatial AA, i.e. super/multisampling, except that they change the subpixel positions on a frame-by-frame basis.

Perhaps "frame dependent supersampling" would be a better term to use?
 
Re: Is temporal AA a D3D-only feature?

Simon F said:
Temporal antialiasing means that you are taking into account the motion of objects during the frame period (e.g. for 60Hz rendering, the frame period is 1/60th of a second). It's sometimes called motion blur (but, unfortunately, that sounds quite derogatory). Done properly, it will actually make the animation look better.

The thing that ATI are doing is just spatial AA, i.e. super/multisampling, except that they change the subpixel positions on a frame-by-frame basis.

Perhaps "frame dependent supersampling" would be a better term to use?

ATI named the feature Temporal Anti-Aliasing, so it doesn't matter what temporal AA really is, because he's referring to the feature on ATI's cards named "Temoral Anti-Aliasing".
 
Re: Is temporal AA a D3D-only feature?

Lezmaka said:
ATI named the feature Temporal Anti-Aliasing, so it doesn't matter what temporal AA really is, because he's referring to the feature on ATI's cards named "Temoral Anti-Aliasing".

If you don't want to use the alternative term ("frame dependent supersampling"), you can use "ATI's Temporal Anti-Aliasing" to make sure everyone understands you're talking about ATI's new feature, which is NOT Temporal Anti-Aliasing, BUT a marketing name.

We need not change the meaning of things if we want to understand each other.
(That's the basis of a language, each word have a meaning, unilateraly changing it leads only to confusion and problems.)
[Bad Bad ATI !]
 
Re: Is temporal AA a D3D-only feature?

Lezmaka said:
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ATI named the feature Temporal Anti-Aliasing, so it doesn't matter what temporal AA really is, because he's referring to the feature on ATI's cards named "Temoral Anti-Aliasing".
It does matter. Look - if company X states they are using a "Z-Buffer" for a technique that, say, buffers up all the Z components of the vertices before sending them to the chip, wouldn't that be confusing/annoying?

Temporal antialiasing is a well defined term and we should use something different for this spatial AA technique. Furthermore temporal AA is something that is hard to do so if I saw it mentioned as something supported in hardware, I'd be intrigued.

FWIW, I experimented with this idea back in the days of PCX1 and never felt the urge to call it temporal AA ...because it isn't.
 
Re: Is temporal AA a D3D-only feature?

Simon F said:
991060 said:
Simon F said:
991060: Please don't use the term temporal antialiasing if you're not referring to the real thing!
what wrong did I say? :?

Temporal antialiasing means that you are taking into account the motion of objects during the frame period (e.g. for 60Hz rendering, the frame period is 1/60th of a second). It's sometimes called motion blur (but, unfortunately, that sounds quite derogatory). Done properly, it will actually make the animation look better.

The thing that ATI are doing is just spatial AA, i.e. super/multisampling, except that they change the subpixel positions on a frame-by-frame basis.

Perhaps "frame dependent supersampling" would be a better term to use?
Well, I really didn't know these stuff when posting the thread, my bad. Need to check the previous threads next time, thanks for the remind anyway.
 
Then I suggest you take your complaint to ATI since they named the feature Temporal Anti-Aliasing, that's what they want people to call it, and that's what people are calling it. Sure, this is getting into semantics and whatnot, but two definitions of temporal are "Of, relating to, or limited by time" and "lasting only for a time" and each pattern only lasts for one frame, so that could be considered temporal. Full precision means different things to different people/companies. Full precision means FP32 to nvidia, FP24 to ATI and >=FP24 to Microsoft. Just because something is confusing to some doesn't make it invalid. Most people wouldn't know what you're talking about if you ask someone a question about ATI's spatial frame dependant anti-aliasing, but if you asked them about ATI's Temporal Anti-Aliasing they would have a much better chance of knowing what you're talking about, whether or not it is considered technically correct.
 
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