Meh, now I did my own testing and I know how TMAA works... and why it doesn't work well.Clootie said:But have you looked at this page?
DemoCoder said:I have been incredibly annoyed at aliasing in games like HL2 and BF2, and most outdoor games that make use of alpha textures for shrubbery, wires, fences, railings, etc.
Supersamping works quite well with minification.Chalnoth said:Yeah, it doesn't make much sense that they did it that way. The worst-case scenario for the alpha test is minification (that's where even supersampling won't save you).
It certainly is, and I'm pretty sure the hardware is capable of a 1:1 mapping. It has been there since NV20 and is a requirement of GL_ARB_multisample.tEd said:So xmas what does it excatly mean. The current implementation of TMAA is improveable in quality or...what
It helps, but only a limited amount. The problem is that there are far too many scenes where the minification can get so extreme that you'll still get huge amounts of aliasing.Xmas said:Supersamping works quite well with minification.
I don't follow. With trilinear filtering, things tend to get blurry rather quickly due to minification.Chalnoth said:It helps, but only a limited amount. The problem is that there are far too many scenes where the minification can get so extreme that you'll still get huge amounts of aliasing.Xmas said:Supersamping works quite well with minification.
Exactly: There's no minification there. That fence texture has no mipmaps that I know of.Chalnoth said:Look at the SSAA images here:
http://www.beyond3d.com/previews/nvidia/g70/index.php?p=06
Notice how the fence far away still looks like a jumbled mess of incoherent pixels (I'm mostly looking at the rightmost edge of the shot here).
Well, no mipmaps doesn't necessarily mean no minification. But mipmaps to that fence texture couldn't look right anyway, except if they used alpha blending.OpenGL guy said:Exactly: There's no minification there. That fence texture has no mipmaps that I know of.
Perhaps, but the issue here isn't minification, it's undersampling.Xmas said:Well, no mipmaps doesn't necessarily mean no minification.OpenGL guy said:Exactly: There's no minification there. That fence texture has no mipmaps that I know of.
Don't think that would help much... your fence would become transparent and that could look weird too (as well as requiring sorting). Also, the links on the fence may change in size due to filtering.But mipmaps to that fence texture couldn't look right anyway, except if they used alpha blending.
As I said, I suspect the size of the fence links would change and that could be problematic. And a screen is a poor comparison to a fence as a chain link fence has far thicker pieces.Chalnoth said:Well, no, the fence being transparent would be correct. Think of a screen, for instance. You don't typically think of it as being made up of opaque threads: it just looks semi-transparent.
Wrong mipmap? If the wrong mipmap were being selected, it'd be a problem everywhere. Probably the correct mipmap was chosen, but the visual result was not good.Now, not having MIP Maps may be due to it using an alpha test. I've seen fence-like textures that use an alpha test totally disappear when the wrong MIP map came up. Alpha blending can solve all of this (as can using a coverage mask, though not quite as well).
Chances are the developer got it right.As a side comment, nVidia, in the past, has enabled forced generation of MIP maps (I believe they did this back in the TNT days). This might be something they could revisit with alpha tested textures (even though it would be likely to cause hitches in performance).
Not compared to the size of the gaps. You just have to be standing further away to get the same effect.OpenGL guy said:As I said, I suspect the size of the fence links would change and that could be problematic. And a screen is a poor comparison to a fence as a chain link fence has far thicker pieces.
Well, that's sort of what I was saying. If the alpha cutoff is 50%, and there is more transparent than opaque pixels in the texture, then the texture will, at one point, become completely transparent (all opaque if more opaque pixels in texture).Wrong mipmap? If the wrong mipmap were being selected, it'd be a problem everywhere. Probably the correct mipmap was chosen, but the visual result was not good.
And that happens how often? You have to me 100x as far away for your chain link fence to have about the same thickness as the screendoor.Chalnoth said:Not compared to the size of the gaps. You just have to be standing further away to get the same effect.OpenGL guy said:As I said, I suspect the size of the fence links would change and that could be problematic. And a screen is a poor comparison to a fence as a chain link fence has far thicker pieces.
Then it's not the "wrong" mipmap is it? It's the correct mipmap, but the art is not so good.Well, that's sort of what I was saying. If the alpha cutoff is 50%, and there is more transparent than opaque pixels in the texture, then the texture will, at one point, become completely transparent (all opaque if more opaque pixels in texture).Wrong mipmap? If the wrong mipmap were being selected, it'd be a problem everywhere. Probably the correct mipmap was chosen, but the visual result was not good.
Well, if I look out of the window right now, I can see a chain link fence. Indeed, at a distance of 40m or so I can still see the wires. However if I took a photo with my old 1.3 MPixel camera, there's no visible wires any more. It's just a uniform transparent "wall", and if you only knew the pic from the camera, there could indeed be a stained glass wall FWIW.OpenGL guy said:And that happens how often? You have to me 100x as far away for your chain link fence to have about the same thickness as the screendoor.
Er, it really has nothing to do with the artwork. Once you have only one texel to represent one link in a chain link fence, what would the correct result be? Obviously, if you were going to compare against the real world, you'd want it to be semi-transparent.OpenGL guy said:Then it's not the "wrong" mipmap is it? It's the correct mipmap, but the art is not so good.