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It is currently Sun May 26, 2013 12:27 am
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SirPauly
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#51)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Thu Mar 15, 2012 10:51 am |
Joined: Wed Jan 12, 2011 1:56 pm Posts: 803
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Very curious about this method, particularly in motion.
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grstanford
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#52)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Thu Mar 15, 2012 10:53 am |
Joined: Sat Apr 24, 2010 11:19 am Posts: 5014
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I have videos for you to watch, or you can use the injector for yourself.
_________________ 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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#53)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Thu Mar 15, 2012 11:19 am |
Joined: Wed Jan 12, 2011 1:56 pm Posts: 803
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Sorry, for not being clear, I meant the new rumored nVidia method.
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apoppin
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#54)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Thu Mar 15, 2012 11:24 am |
Joined: Fri Jul 04, 2008 1:26 am Posts: 19839 Location: 404 - Not Found!
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SirPauly wrote: Sorry, for not being clear Yes, it was a little blurry 
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grstanford
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#56)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Thu Mar 15, 2012 11:39 am |
Joined: Sat Apr 24, 2010 11:19 am Posts: 5014
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apoppin wrote: SirPauly wrote: Sorry, for not being clear Yes, it was a little blurry  I'm working on some 3DMark03 vids at the moment. I think the Wings of Fury demo should be an excellent acid test along with nature.
_________________ 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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#57)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Thu Mar 15, 2012 11:52 am |
Joined: Fri Jul 04, 2008 1:26 am Posts: 19839 Location: 404 - Not Found!
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If a may make a request, try using an Unreal Engine game, one of the latest ones. -- it is the most popular game engine
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grstanford
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#58)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Thu Mar 15, 2012 11:55 am |
Joined: Sat Apr 24, 2010 11:19 am Posts: 5014
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I think the 3DMarks are quite suited to this sort of testing actually.
Well, SMAA shocked me somewhat on Wings of Fury, it looked OK, it could almost pass for 2x MSAA some of the time. I expected it to fail miserably. It did do exactly that in Proxycon, Trolls lair and nature 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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BoFox
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#59)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Thu Mar 15, 2012 1:54 pm |
Joined: Mon May 10, 2010 3:46 pm Posts: 3864 Location: Earth
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grstanford wrote: 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 That's interesting.. it's confusing which method is better - SRAA, FXAA, MLAA, MLAA 2.0, or the new upcoming method (judging from the leaked image) which seems to be very costly in terms of performance. I just wish there weren't so many fanboys saying MLAA is better, others saying FXAA better.. I remember you saying that SRAA was gonna be so much better than MLAA (before FXAA came out), then I just assumed that FXAA was this SRAA method you talked about (from Nvidia's whitepapers). Do you think you could do FXAA also, in comparison to this SMAA? How's the performance of SMAA ( vs MSAA and no AA ) - got the average frame rates? EDIT: I did a bit of googling and here's Timothy Lottes's blog on this: http://timothylottes.blogspot.com/2011/ ... -fxaa.htmlI'm wondering if the new rumored method will incorporate "GPAA" methods: http://www.geeks3d.com/20110313/gpaa-ge ... -aliasing/
_________________ 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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#60)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Thu Mar 15, 2012 3:29 pm |
Joined: Mon May 10, 2010 3:46 pm Posts: 3864 Location: Earth
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Here's another blog by Nvidia's Timothy Lottes on SRAA: http://timothylottes.blogspot.com/2012/ ... -sraa.html
_________________ 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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