There is a theoretical trade-off of spatial detail of the object itself for the lack of temporal aliasing. With adequate temporal supersampling and high frame rates it is, I'm sure, worth it.Joe DeFuria said:Where's the problem?
digitalwanderer said:So you'd probably need to design the hardware specifically for it? Or could that be done on the software level?
GraphixViolence said:Anti-aliasing refers to any technique intended to reduce or eliminate aliasing...
The final results
a) each frame is 16 frames blended together displayed at 60Hz vs
vs
b) each frame is 1 frame with the object moved 16 pixels in between at @60Hz
Higher actual framerate is always going to be better, for two reasons:V3 said:Just out of curiousity, for interactive videogames which is better ?
while (timeelapsed < 10ms)
{
if (firstframe)
noblend();
else
blend();
renderScene();
}
As a side note, if the technique for doing temporal anti-aliasing is one in which multiple discreet frames are rendered and blended together (essentially removing the limitation of the monitor on framerate), then the best implementation for interactive scenarios would be one in which the number of frames rendered before output was variable.
"Blur" is not really a good term to be using. You really should say "Low Pass filter".GraphixViolence said:Anti-aliasing refers to any technique intended to reduce or eliminate aliasing, so I don't know where you guys are getting this "proper" definition from. A blur filter is still doing anti-aliasing because it reduces aliasing, albeit at the expense of detail.
bloodbob said:I think a good question to ask here is how much Temporal AA do we need? Carmack went off and did like 1000X sampled motion blur a while back in Q3 and he said the stills looked amazing but when watching it in motion it didn't look much better then a significantly smaller number of samples. So how many sample do you think we need? 4? 8? 16? 32? 64?
GraphixViolence said:Anti-aliasing refers to any technique intended to reduce or eliminate aliasing, so I don't know where you guys are getting this "proper" definition from. A blur filter is still doing anti-aliasing because it reduces aliasing, albeit at the expense of detail. Same with the motion blur Bolloxoid is describing. There is no requirement for anti-aliasing to add or even maintain detail.
Simon F said:EDIT: There was a paper I read which suggested ditching the idea of frames/vsync altogether and, with each time step, only rendering and updating a random "N%" of the pixels in the frame. The time step would be done at, I'd guess, 200~300Hz.
I believe the technique he's referencing doesn't have anything to do with monitor limitations. It would update only a specific percentage of the pixels in the frame each time it renders, but the output would only be sent to the monitor after a few frame updates.bloodbob said:Yeah thats all nice and good but of course we don't have displays that can do it at the moment either :/Simon F said:EDIT: There was a paper I read which suggested ditching the idea of frames/vsync altogether and, with each time step, only rendering and updating a random "N%" of the pixels in the frame. The time step would be done at, I'd guess, 200~300Hz.
Actually, I think the technique proposed sending pixels completely asynchronously to the framebuffer (i.e. there was no backbuffer at all) and so pixels could change mid-refresh.Chalnoth said:I believe the technique he's referencing doesn't have anything to do with monitor limitations. It would update only a specific percentage of the pixels in the frame each time it renders, but the output would only be sent to the monitor after a few frame updates.
Simon F said:Actually, I think the technique proposed sending pixels completely asynchronously to the framebuffer (i.e. there was no backbuffer at all) and so pixels could change mid-refresh.Chalnoth said:I believe the technique he's referencing doesn't have anything to do with monitor limitations. It would update only a specific percentage of the pixels in the frame each time it renders, but the output would only be sent to the monitor after a few frame updates.
I guess because there was no correlation between pixels you wouldn't get any cut-line artefacts. <shrug>
Nothing personal but, as the paper/article was written by some of the leading graphics researchers (Bishop, Fuchs et al), I'd be more inclined to believe them than youbloodbob said:Bah without true high speed display you would get heaps of aliasing with motion I recon but meh.
Jabbah said:Now the eye has a "sample rate" of around 25fps I think, but can detect flickering motion much higher than this, upto around 60fps IIRC (although I could swear I can tell a difference upto 120fps when playing q3 ).
V3 said:Just out of curiousity, for interactive videogames which is better ?
a) each frame is 16 frames blended together displayed at 60Hz vs
b) each frame is 32 frames blended together displayed at 30Hz vs
c) each frame is 8 frames blended togeter displayed at 120Hz. (assuming display support all the mode and rig capable of handling everything equally)