Hallo guys,
actually I'm investigating the Anti-Aliasing Modes of Chrome20 Series.
Since introduction of columbia architekture (DeltaChrome, GammaChrome, Chrome20) the S3 GPUs are able to process 2x/5x and 9x sparsed grid Anti-Aliasing. As I figured out the columbia doesn't natively support SG-FSAA. The driver effects an ordered grid mode on the game but before applying FSAA the geometry is rotated on a certain angle by Vertexshader. After rendering the downfiltering in the Pixelshader rotates the image back. As a result the Columbia architecture supports SGSSAA. So they realized SGSSAA nearly without any transistor cost (any GPU is able to do OGSSAA). Of course there are a few drawbacks on the algorithm. The main disadvantage is about the sample grid. There are only limited possibilities of masks for realization. Only 2x 4x and 5x are possible with an nearly optimal SG Mask. 9xSGSSAA has a suboptimal mask because the inhomogen assignment of the samples. As a result there are sample gaps between a few pixel. An other disadvantage of the 9x mask is a sample on the edge of a pixel, so this sample is shared between two pixels. Result is a slightly kind of blur. Whatever...the imagequality is awesome! Much better than current ATI/NV algorithm. The picture is smooth and calm. (windowed ..I love it!)
Any details and masks can be seen in the linked article above.
Now I found a curiousity about the AA: In windowed Mode it works very well, but Fullscreen it purely sucks. The contrast-stages are permuted or there are too less of them.
Actually the rendertarget is not the problem. I made screenshots with window + fullscreen at the same resultions. For that I choosed a certain cutout of the screens (game: mafia).
5x Fullscreen
www.sunshinecoast.de/roger/mafia5x_FS.PNG
5x Window
www.sunshinecoast.de/roger/mafia5x_window.PNG
9x Fullscreen
www.sunshinecoast.de/roger/mafia9x_FS.PNG
9x Window
www.sunshinecoast.de/roger/mafia9x_window.PNG
Shots were taken in 1024x768 32 bit color - I scale the outcut by factor 4.
As you can see the image quality of windowed mode is much better (speed-loss is both the same). The same results I got from any other game I tested (LFS2/UT03/Max Payne 2) and with Tommti-System FSAA Tester. So this issue is not game related, it's related to the driver. Demirug (developer) told me it has to be a driver issue, because anything that runs in windowed has to run in full screen as well...if it doesn't the driver is the reason. (Actually I tried 3 different drivers, this issue is unfixed since ever...)
Now tell me what you think.
P.S
I really hope, S3 devs are reading this, because bugreports per mail ususally don't have any real effect. So please fix this issue.
P.P.S. I noticed the same effect on the trilinear and the anisotropic filter. There is much shimering in Full Screen but nearly no shimering in windowed mode (in any tested driver). But I have to investigate more detaily later.
Awww and sorry for my english...I know it sucks.
actually I'm investigating the Anti-Aliasing Modes of Chrome20 Series.
Since introduction of columbia architekture (DeltaChrome, GammaChrome, Chrome20) the S3 GPUs are able to process 2x/5x and 9x sparsed grid Anti-Aliasing. As I figured out the columbia doesn't natively support SG-FSAA. The driver effects an ordered grid mode on the game but before applying FSAA the geometry is rotated on a certain angle by Vertexshader. After rendering the downfiltering in the Pixelshader rotates the image back. As a result the Columbia architecture supports SGSSAA. So they realized SGSSAA nearly without any transistor cost (any GPU is able to do OGSSAA). Of course there are a few drawbacks on the algorithm. The main disadvantage is about the sample grid. There are only limited possibilities of masks for realization. Only 2x 4x and 5x are possible with an nearly optimal SG Mask. 9xSGSSAA has a suboptimal mask because the inhomogen assignment of the samples. As a result there are sample gaps between a few pixel. An other disadvantage of the 9x mask is a sample on the edge of a pixel, so this sample is shared between two pixels. Result is a slightly kind of blur. Whatever...the imagequality is awesome! Much better than current ATI/NV algorithm. The picture is smooth and calm. (windowed ..I love it!)
Any details and masks can be seen in the linked article above.
Now I found a curiousity about the AA: In windowed Mode it works very well, but Fullscreen it purely sucks. The contrast-stages are permuted or there are too less of them.
Actually the rendertarget is not the problem. I made screenshots with window + fullscreen at the same resultions. For that I choosed a certain cutout of the screens (game: mafia).
5x Fullscreen
www.sunshinecoast.de/roger/mafia5x_FS.PNG
5x Window
www.sunshinecoast.de/roger/mafia5x_window.PNG
9x Fullscreen
www.sunshinecoast.de/roger/mafia9x_FS.PNG
9x Window
www.sunshinecoast.de/roger/mafia9x_window.PNG
Shots were taken in 1024x768 32 bit color - I scale the outcut by factor 4.
As you can see the image quality of windowed mode is much better (speed-loss is both the same). The same results I got from any other game I tested (LFS2/UT03/Max Payne 2) and with Tommti-System FSAA Tester. So this issue is not game related, it's related to the driver. Demirug (developer) told me it has to be a driver issue, because anything that runs in windowed has to run in full screen as well...if it doesn't the driver is the reason. (Actually I tried 3 different drivers, this issue is unfixed since ever...)
Now tell me what you think.
P.S
I really hope, S3 devs are reading this, because bugreports per mail ususally don't have any real effect. So please fix this issue.
P.P.S. I noticed the same effect on the trilinear and the anisotropic filter. There is much shimering in Full Screen but nearly no shimering in windowed mode (in any tested driver). But I have to investigate more detaily later.
Awww and sorry for my english...I know it sucks.
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