Well, FSAA is relatively simple to support. In consoles it may be slightly more difficult, but it's not such a big deal.DeanoC said:What should ISV do to better support AA?
Chalnoth said:Now, I do largely agree with Rev's post, but there is a simple solution: robust shader libraries. It looks like UE3 is going to ship with a good shader library, so hopefully they'll catch on soon.
'Humus said:Are you forcing AF in the driver control panel? If so, then it's because the demo already uses AF. Well, except if you resize the window ... I apparently had a bug in the framework so that it didn't set the AF again after a device reset. I've fixed that now though and uploaded a new version.
Chalnoth said:What's really important for ISV's to work on, however, is anti-aliasing within the shader. Basically, lots of shaders alias really badly. .
Well, I would expect it'd be very feasible. Just don't know if Epic has spent any time developing anti-aliasing versions of the various pieces of code.Mariner said:I wonder, how feasible would it be for the shader libraries in UE3 offer the option of SS in the shaders similar to Humus' demo? Probably not very, I'd guess.
Tim Sweeney said:That's tricky. Separating out the sampling frequency of some parts of a shader program from other parts would be difficult to specify. I'm skeptical that this will happen because it's a very complex solution, and will be obsoleted over the next 6 years or so due to plain old Moore's Law improvements. Video resolutions are going up much slower than GPU processing power, so supersampling will be practical in a few years.
For consoles, the 1080p video standard will probably last for at least 10 years as the "top consumer resolution" (not so on PC, but...) so I could envision using tons of supersampling towards the end of that period.
Humus said:As per tradition there's a couple-of-days-after-release-update available now. I played a bit more with dynamic branching today and found a good criteria to use. If the gradients of the specular of the first sample is large enough, supersampling kicks in. This improve performance further. Now it's at 77% the original for 4x, vs. previous 60%. You can toggle the use of dynamic branching with the 9 key.
Originally Posted by Tim Sweeney, to Rev
That's tricky. Separating out the sampling frequency of some parts of a shader program from other parts would be difficult to specify. I'm skeptical that this will happen because it's a very complex solution, and will be obsoleted over the next 6 years or so due to plain old Moore's Law improvements. Video resolutions are going up much slower than GPU processing power, so supersampling will be practical in a few years....
BTW, and I forget and is too lazy to check, XB360's Xenos does 2xMSAA "for free" right?
How feasible would it be for it to have 2xSSAA?
Sorry if this question is in the wrong forum.