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SirPauly
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#31)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Mon Aug 01, 2011 8:24 am |
Joined: Wed Jan 12, 2011 1:56 pm Posts: 802
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grstanford
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#32)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Tue Mar 13, 2012 10:13 am |
Joined: Sat Apr 24, 2010 11:19 am Posts: 4965
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In another thread, we briefly discussed FXAA and the other forms of "shader algorithm "AA"". I said there I thought all the methods looked bad, FXAA in particular. Well, anyway I came across a SMAA injector and decided to put it to the test. My test consists of STALKER ClearSky since (1) these stupid "AA" methods were supposedly developed in response to games that use deferred rendering engines like the STALKER series, (2) the ClearSky demo is very demanding, only Metro 2033 is worse in my experience on my system, (3) it is an easy demo to control settings wise. What I did was record several videos which I am uploading and will post as they finish uploading (might take a while due to my internet "speed"  and the time I have available for this sort of thing. Here is the first of 3 - the SRAA video. An MSAA 4x video and a NOAA video to follow. https://hotfile.com/dl/149538382/062ec88/SMAA.mp4.htmlhttps://hotfile.com/dl/149543035/122e644/MSAA.mp4.htmlhttps://hotfile.com/dl/149561747/5d4b88c/NONE.mp4.htmlYou should set your screen res to 1280x960 full screen to watch the videos, since that is how they were recorded in FRAPS. contents of the injector.ini file looked like this: [injector] ;toggle shader keycode key_toggle = 19
;make screenshot keycode key_screenshot = 44
;reload shader files keycode key_reload = 0
[smaa] ;smaa preset one of {SMAA_PRESET_LOW, SMAA_PRESET_MEDIUM, SMAA_PRESET_HIGH, SMAA_PRESET_ULTRA} preset = SMAA_PRESET_ULTRA
[misc] ;set to 1 to improve steam overlay compatibility weird_steam_hack = 0
Attached is an image of the log file from the injector showing it is actually active Attachment:
SMAA_Log.gif [ 11.74 KiB | Viewed 327 times ]
Last edited by grstanford on Tue Mar 13, 2012 9:12 pm, edited 2 times in total.
_________________ This is such total Horse-S**t! "At NVIDIA we know that all shredders are green." --Jensen Huang Adam knew he should have bought a PC, but Eve fell for the marketing hype.
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apoppin
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#33)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Tue Mar 13, 2012 10:40 am |
Joined: Fri Jul 04, 2008 1:26 am Posts: 19661 Location: 404 - Not Found!
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Thanks for your work. Unfortunately, i haven't looked at your video yet and it will be awhile. i have my own issues with time (and bandwidth constraints) right now.  Probably *the* engine to actually test with is the Unreal Engine 3 since it is the most popular of the deferred shader engines and it appears that its mostly what FXAA was made for. i think that deferred lighting engines will get much more popular - not less. You are also going to see more of this type of AA and hopefully it will get smarter. It is the future whether you like it or not. Your choice is to turn it off or force MSAA if you can handle the performance issues.
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grstanford
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#35)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Tue Mar 13, 2012 9:11 pm |
Joined: Sat Apr 24, 2010 11:19 am Posts: 4965
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Last video added, the no antialiasing video. https://hotfile.com/dl/149561747/5d4b88c/NONE.mp4.htmlNow everyone can see what SRAA looks like running in a game. SRAA is superior to FXAA, so if SRAA looks like crap (and it does), then why would anyone want to use FXAA?!
_________________ This is such total Horse-S**t! "At NVIDIA we know that all shredders are green." --Jensen Huang Adam knew he should have bought a PC, but Eve fell for the marketing hype.
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grstanford
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#36)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Wed Mar 14, 2012 5:42 am |
Joined: Sat Apr 24, 2010 11:19 am Posts: 4965
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No-one wants to discuss this? People got bent out of shape over this post of mine about FXAA (among other things) viewtopic.php?f=6&t=24350&start=410#p60204I'd be interested in Picao84's reaction. I know apoppin is too busy to investigate at present. About the only worth these software AA algorithms have in my book is the ability to slightly improve games where it is otherwise totally impossible to get any AA at all, like Godfather II and GTA IV. link to SMAA injector I used and link to general SMAA info. http://mrhaandi.blogspot.com/p/injectsmaa.htmlhttp://www.iryoku.com/smaa/
_________________ This is such total Horse-S**t! "At NVIDIA we know that all shredders are green." --Jensen Huang Adam knew he should have bought a PC, but Eve fell for the marketing hype.
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SirPauly
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#37)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Wed Mar 14, 2012 11:53 am |
Joined: Wed Jan 12, 2011 1:56 pm Posts: 802
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BoFox
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#38)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Wed Mar 14, 2012 1:41 pm |
Joined: Mon May 10, 2010 3:46 pm Posts: 3849 Location: Earth
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That was some nice work, thanks grstanford! I had a small doubt myself, after recently seeing a picture showing that FXAA was too blurry compared to the new MLAA 2.0 method (which does it cheaply anyways, with there being more aliasing as a trade-off): http://www.tomshardware.com/reviews/rad ... 148-2.htmlBTW, on the next page in that article shows more blurry textures for HD 78x0 than HD 69x0 ( http://www.tomshardware.com/reviews/rad ... 148-3.html ) as to which AMD does not have an official response yet.
_________________ What is this thing right now? Put your arms up on one side of the horizon, put them up into the sky and twist them across, meeting unto the other side of the horizon. That is a sign symbol of life. Face the goodness in life.
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BoFox
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#39)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Wed Mar 14, 2012 2:47 pm |
Joined: Mon May 10, 2010 3:46 pm Posts: 3849 Location: Earth
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Using Clear Sky was a perfect example to compare the AA methods! So much foilage, nice trees.. awesome lighting over that cemetery and the buildings! A game like this looks like 10 times the power of what Xbox360 can handle! The blurriness isn't that noticeable after all.
_________________ What is this thing right now? Put your arms up on one side of the horizon, put them up into the sky and twist them across, meeting unto the other side of the horizon. That is a sign symbol of life. Face the goodness in life.
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grstanford
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#40)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Wed Mar 14, 2012 8:03 pm |
Joined: Sat Apr 24, 2010 11:19 am Posts: 4965
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SMAA is designed not to be blurry. It still can't do AA for sh!t though.
_________________ This is such total Horse-S**t! "At NVIDIA we know that all shredders are green." --Jensen Huang Adam knew he should have bought a PC, but Eve fell for the marketing hype.
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