MasterDisaster
Regular
I've heard, some time ago, an interview where epics admits that UE3 scales bad with MSAA turned on, because of his internal nature, There's any dev that can clear this concept?
Was the comment about MSAA in general or MSAA specifically on the Xbox360? The latter is a tiling problem, and UE3 was never built with that in mind. It is, after all, basically a PC engine that has some codepaths for consoles tacked on.
If it's the former... I don't know for sure just from your post.
Was the comment about MSAA in general or MSAA specifically on the Xbox360? The latter is a tiling problem, and UE3 was never built with that in mind. It is, after all, basically a PC engine that has some codepaths for consoles tacked on.
If it's the former... I don't know for sure just from your post.
Sweeney- Gears of War runs natively at 1280x720p without multisampling. MSAA performance doesn't scale well to next-generation deferred rendering techniques, which UE3 uses extensively for shadowing, particle systems, and fog.
Was the comment about MSAA in general or MSAA specifically on the Xbox360?
It's been covered before, do a search, basically they reverse project screen space pixels into shadow space. So the cost of the shadows is proportional to the number of pixels prior to the downsample. So 2xMSAA doubles the cost of shadow rendering.
It strikes me there are several ways they could try and address this, but I have to assume that they tried them.
But UE3 doesn;t specifically limit you to any particular shadow approach, the app could easilly provide a different solution.
Ah... well if that was what he was talking about, that makes sense. I don't know for sure the specifics of Epic's own implementations, but getting back the light-space information for every sample like ERP mentioned is costly, and also you have some potential issues with certain types of data buffers anyway as regular old MSAA was meant for color and not everything behaves the same.Sweeney- Gears of War runs natively at 1280x720p without multisampling. MSAA performance doesn't scale well to next-generation deferred rendering techniques, which UE3 uses extensively for shadowing, particle systems, and fog.
Ue3 use defered Shadowing Only shadows are defered.so UE3 uses deferred rendering? is there further info pertaining to UE3's use of it
Something to note, Bioshock is using UE3 and the screenshots released of it so far have AA. So either Irrational have been releasing highly supersampled bullshots or it's not an insummountable problem and it's possible to get MSAA to work... but we don't know what they've done to the engine
BioShock uses a heavily modified UE2.5.
Yeah, that is how understood it as well, a heavily modified UE2.5 but the toolset of UE3 ...
so what do u mean? that the shadows are tacked on afterwards?Ue3 use defered Shadowing Only shadows are defered.
so what do u mean? that the shadows are tacked on afterwards?
ie its not using, shadows == absense of light