Alstrong said:ah... interesting.
How would it have been done on the Xbox? Through shaders?
Just changing the subpixel offset frame to frame.
Alstrong said:ah... interesting.
How would it have been done on the Xbox? Through shaders?
Inane_Dork said:....
Anyway, an MS employee responded to this issue here: http://forum.teamxbox.com/showpost.php?p=6140903&postcount=71 It illuminated a few things for me.
Inane_Dork said:Anyway, an MS employee responded to this issue here: http://forum.teamxbox.com/showpost.php?p=6140903&postcount=71 It illuminated a few things for me.
The Unreal3 engine, for example, was not engineered to use predicated tiling. You very well might not see any FSAA in Gears of War, or other 360 titles that use it, unless Epic works to incorperate predicated tiling efficiently. I hope they do.
Brimstone said:I find almost impossible to believe that RARE, a first party of Microsoft which probably had the earliest possible developer kits with Xenos (Alpha), has failed to design their graphic engine for Perfect Dark Zero to take advantage of tiling. Now they may be struggling to get a bug free build with it working, but I'm confident by the time Perfect Dark Zero goes gold, they will have tiling up and running.
Inane_Dork said:Anyway, an MS employee responded to this issue here: http://forum.teamxbox.com/showpost.php?p=6140903&postcount=71 It illuminated a few things for me.
To preface, anyone who's mentioned the FSAA is virtually 'free' when using predicated tiling is absolutely correct. MS has pushed developers to use predicated tiling for their titles, because if implimented early on and planned for - rendering several different tiles can actually improve performance overall (in some cases), and in all others would either virtually uneffect performance, or only include a 1-3% perf hit... but again, that's assuming the engine was built with tiling rendering in place.
Adding predicated tiling to any 3d graphics engine is pretty trivial, but when it's not architechted from the ground up to incorporate predicated tiling, the perf hit can be anywhere from 1-10%, which isn't terrible - but it also can be very noticable.
The Unreal3 engine, for example, was not engineered to use predicated tiling. You very well might not see any FSAA in Gears of War, or other 360 titles that use it, unless Epic works to incorperate predicated tiling efficiently. I hope they do.
In any case, it is a requirement that Xbox 360 games do not have blatant or obvious 'aliasing' factors. Unlike what 'The Gamemaster' said above, it is NOT required to have 2xFSAA. That is the recommended solution games use to get them through certification, but that's not a requirement. The requirement goes on to indicate that games can use motion blur, depth of field, and other effects that if (cooperatively) eliminate 'jaggies' from the game are acceptible.
To preface, anyone who's mentioned the FSAA is virtually 'free' when using predicated tiling is absolutely correct. MS has pushed developers to use predicated tiling for their titles, because if implimented early on and planned for - rendering several different tiles can actually improve performance overall (in some cases), and in all others would either virtually uneffect performance, or only include a 1-3% perf hit... but again, that's assuming the engine was built with tiling rendering in place.
Adding predicated tiling to any 3d graphics engine is pretty trivial, but when it's not architechted from the ground up to incorporate predicated tiling, the perf hit can be anywhere from 1-10%, which isn't terrible - but it also can be very noticable.
Brimstone said:I find almost impossible to believe that RARE, a first party of Microsoft which probably had the earliest possible developer kits with Xenos (Alpha), has failed to design their graphic engine for Perfect Dark Zero to take advantage of tiling. Now they may be struggling to get a bug free build with it working, but I'm confident by the time Perfect Dark Zero goes gold, they will have tiling up and running.
pakpassion said:I believe its because of direct3d compression technique which was discussed a few months ago in the Chip conference where Cell and Xbox 360 Chip pictures were shown for the first time. I remember reading that if the developer did Direct3d compression, the bandwidth between the memory and the GPU would essentially be doubled. not that it WOULD be doubled but the compression works in such a way that if the bandwidth of 22.4 was doubled.
Why couldn't they get some engineering samples from ATi? They said 720p and AA are must in public, didn't they?aaaaa00 said:Tiling wasn't implemented until the Beta kits. Before that there was a software emulation, but it wasn't really usable for anything but experimenting and debugging.
aaaaa00 said:Tiling wasn't implemented until the Beta kits. Before that there was a software emulation, but it wasn't really usable for anything but experimenting and debugging.
Many thanks for this post. So ignoring tiling which applies whenever the framebuffer requirements exceed eDRAM capacity, and that can happen with or without AA, there is no extra Vertex pass or the like needed for AA. There is like the ordinary no-AA rendering a single sample per pixel rendered. The amount of vertex shader and pixel shader instructions executed is the same regardless of whether AA is on or off.zeckensack said:In terms of computational resources, Xenos' AA really is absolutely and honestly free.
Per "pixel", Xenos computes one color, a depth gradient and determines a subpixel coverage mask. The maks is just four bits. The depth gradient is sufficient because all potentially covered subpixels, while they have variable depth values, are from the same triangle. Hence this connection doesn't need much bandwidth (actually less bandwidth than an equivalent PC part's road to memory because blending is also "free", even without any AA).
To preface, anyone who's mentioned the FSAA is virtually 'free' when using predicated tiling is absolutely correct. MS has pushed developers to use predicated tiling for their titles, because if implimented early on and planned for - rendering several different tiles can actually improve performance overall (in some cases), and in all others would either virtually uneffect performance, or only include a 1-3% perf hit... but again, that's assuming the engine was built with tiling rendering in place.
Adding predicated tiling to any 3d graphics engine is pretty trivial, but when it's not architechted from the ground up to incorporate predicated tiling, the perf hit can be anywhere from 1-10%, which isn't terrible - but it also can be very noticable.
The Unreal3 engine, for example, was not engineered to use predicated tiling. You very well might not see any FSAA in Gears of War, or other 360 titles that use it, unless Epic works to incorperate predicated tiling efficiently. I hope they do.
In any case, it is a requirement that Xbox 360 games do not have blatant or obvious 'aliasing' factors. Unlike what 'The Gamemaster' said above, it is NOT required to have 2xFSAA. That is the recommended solution games use to get them through certification, but that's not a requirement. The requirement goes on to indicate that games can use motion blur, depth of field, and other effects that if (cooperatively) eliminate 'jaggies' from the game are acceptible.
packpassion,from pakpassion:
Further we have to see that when a game is applying HDR, alot of bandwidth is used and is used to such an extent that the AA has to be lowered. Kameo uses 2xAA while using HDR, PDZ aparently utilises HDR in some aspects but has turned off AA which is surprising because Kameo has more effects than PDZ. Maybe there is some coding ineffeciencies.
Another example we have to see is Project Gotham Racing 3. It is applying AA and HDR at the same time and I believe its because of direct3d compression technique which was discussed a few months ago in the Chip conference where Cell and Xbox 360 Chip pictures were shown for the first time. I remember reading that if the developer did Direct3d compression, the bandwidth between the memory and the GPU would essentially be doubled. not that it WOULD be doubled but the compression works in such a way that if the bandwidth of 22.4 was doubled. it would account for what is carried from the GPU to the Memory when the compression is applied. I believe with that technique. project gotham racing is utilising full HDR and full AA at the same time. Alot of other games are applying full AA . Top Spin 2 is an example. Chrome hounds with HDR is another example. Call of Duty 2 has Bloom effects and Full AA in the final videos.
Dave said:How Xenos's AA works is already in the article and I've reiterated it here.