New selective supersampling demo

Discussion in 'Architecture and Products' started by Humus, Feb 7, 2006.

  1. NVNDA

    Newcomer

    Joined:
    Apr 14, 2004
    Messages:
    68
    Likes Received:
    3
    Another cool demo

    my results
    6800LE 354 824 16vp 79.11, 754 3000+ @ 250fsb
    26-35fps @ 1600x1200 8xS AA, 11 samples
     
  2. Plano

    Newcomer

    Joined:
    Dec 15, 2005
    Messages:
    23
    Likes Received:
    2
    Location:
    Finland
    7800GT and x2 3800+ @2.4GHz
    1280x1024 4xAA/16xAF 11 samples (HQ)
    Around 70-110fps.
     
  3. KimB

    Legend

    Joined:
    May 28, 2002
    Messages:
    12,928
    Likes Received:
    230
    Location:
    Seattle, WA
    Well, FSAA is relatively simple to support. In consoles it may be slightly more difficult, but it's not such a big deal.

    What's really important for ISV's to work on, however, is anti-aliasing within the shader. Basically, lots of shaders alias really badly. Simple bump mapping is one obvious example (as shown in this demo).

    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.
     
  4. Mariner

    Veteran

    Joined:
    Feb 6, 2002
    Messages:
    2,288
    Likes Received:
    1,055
    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.

    The next-gen engines should allow a big leap in image quality over the current stuff so it would be nice if there were options to reduce aliasing to the highest degree possible as well.
     
  5. trinibwoy

    trinibwoy Meh
    Legend

    Joined:
    Mar 17, 2004
    Messages:
    12,059
    Likes Received:
    3,119
    Location:
    New York
    '

    Yeah CCC AF. Thanks for the clarification.
     
  6. LeGreg

    Newcomer

    Joined:
    Nov 1, 2003
    Messages:
    239
    Likes Received:
    3
    The limitation was probably mostly on dependant texture read and number of instructions (if you already reach the limit of instructions of ps2.0 without supersampling that gives you an idea).
    With all ihv supporting PS3.0 now, that may be easier. Or they may decide to add more complicated shaders instead. Hey! ;)

    LeGreg
     
  7. KimB

    Legend

    Joined:
    May 28, 2002
    Messages:
    12,928
    Likes Received:
    230
    Location:
    Seattle, WA
    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.

    Anyway, bear in mind that not all algorithms require supersampling. There are, for example, methods of making use of texture filtering information to provide approximate MIP mapping for bump mapped surfaces with very little added cost.
     
  8. Humus

    Humus Crazy coder
    Veteran

    Joined:
    Feb 6, 2002
    Messages:
    3,217
    Likes Received:
    77
    Location:
    Stockholm, Sweden
    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.
     
  9. tEd

    tEd Casual Member
    Veteran

    Joined:
    Feb 6, 2002
    Messages:
    2,105
    Likes Received:
    70
    Location:
    switzerland
    With DB it is up to 120 frames faster :cool:
     
  10. karlotta

    karlotta pifft
    Veteran

    Joined:
    Jun 7, 2003
    Messages:
    1,292
    Likes Received:
    10
    Location:
    oregon
    on 11ss and DB iget 142, with out 114.
     
  11. KimB

    Legend

    Joined:
    May 28, 2002
    Messages:
    12,928
    Likes Received:
    230
    Location:
    Seattle, WA
    Seems to be a bit slower with dynamic branching on my 7800 GT SLI.
     
  12. Reverend

    Banned

    Joined:
    Jan 31, 2002
    Messages:
    3,266
    Likes Received:
    24
    Just so I know what Tim Sweeney as a developer thinks about doing something like this (SS directly in shaders, in/on specific surfaces within a scene) :

     
  13. Reverend

    Banned

    Joined:
    Jan 31, 2002
    Messages:
    3,266
    Likes Received:
    24
    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.
     
  14. Kanyamagufa

    Regular

    Joined:
    Jun 27, 2004
    Messages:
    252
    Likes Received:
    11
    I can't resist being a smart ass, so I apologize in advance for this post.

    Dual Core 2.3 Power Mac G5
    7800 GT
    2 GB RAM
    Mac OS 10.4.4

    .exe file won't run.

    :wink:

    But thank you for all your incredible work Humus. You are the undisputed king when it comes to actually showing all of us what the hell it is we discuss and feebly attempt to visualize in this forum.
     
  15. fellix

    Veteran

    Joined:
    Dec 4, 2004
    Messages:
    3,552
    Likes Received:
    514
    Location:
    Varna, Bulgaria
    #55 fellix, Feb 9, 2006
    Last edited by a moderator: Feb 9, 2006
  16. Bjorn

    Veteran

    Joined:
    Feb 6, 2002
    Messages:
    1,775
    Likes Received:
    1
    Location:
    Luleå, Sweden
    Run's fine om my 6600 GT. Makes a huge difference with only a few samples. 11 samples still shows some aliasing on certain angles though.
     
  17. Tim

    Tim
    Regular

    Joined:
    Mar 28, 2003
    Messages:
    875
    Likes Received:
    5
    Location:
    Denmark
    Dynamic branching has a big performance hit on a 6150 (about 30%). I might try it with a 6600GT later but I expect the result to be similar.
     
  18. ChrisRay

    ChrisRay <span style="color: rgb(124, 197, 0)">R.I.P. 1983-
    Veteran

    Joined:
    Nov 25, 2002
    Messages:
    2,234
    Likes Received:
    26
    #58 ChrisRay, Feb 9, 2006
    Last edited by a moderator: Feb 9, 2006
  19. Ailuros

    Ailuros Epsilon plus three
    Legend Subscriber

    Joined:
    Feb 7, 2002
    Messages:
    9,511
    Likes Received:
    224
    Location:
    Chania
    One thing I've been considering when speculating about the future, is that monitor size cannot grow infinitely and stay practical at the same time. So yes I can see the reasoning that resolutions won't scale as much as processing power.

    What seems a bit more difficult to believe at this stage is where the fillrate and bandwidth will come from for SSAA, especially if you encount float HDR.

    Hmmmm someone correct me if I'm wrong but I wouldn't think that Xenos would have any problem with 2xSSAA in terms of memory footprint and/or bandwidth. Main consideration would obviously be fillrate. If such a design would for instance have twice the fillrate it has today but the same bandwidth, then I can see it make more sense. And maybe Sweeney does think that fillrates will scale in the future way more than bandwidth compared to today's architectures.
     
  20. Farid

    Farid Artist formely known as Vysez
    Veteran Subscriber

    Joined:
    Mar 22, 2004
    Messages:
    3,844
    Likes Received:
    108
    Location:
    Paris, France
    Just out of curiosity

    Other than the DB part, Humus, why does this demo require SM3.0?

    Is it mandatory due to the technology you use or is it simply because you coded your app with SM3.0 in mind?
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...