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#51) 
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 Post subject: Re: Subpixel Reconstruction AntiAliasing
PostPosted: Thu Mar 15, 2012 10:51 am 

Joined: Wed Jan 12, 2011 1:56 pm
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Very curious about this method, particularly in motion.


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#52) 
 Post subject: Re: Subpixel Reconstruction AntiAliasing
PostPosted: Thu Mar 15, 2012 10:53 am 
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Joined: Sat Apr 24, 2010 11:19 am
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I have videos for you to watch, or you can use the injector for yourself.



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#53) 
 Post subject: Re: Subpixel Reconstruction AntiAliasing
PostPosted: Thu Mar 15, 2012 11:19 am 

Joined: Wed Jan 12, 2011 1:56 pm
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Sorry, for not being clear, I meant the new rumored nVidia method.


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#54) 
 Post subject: Re: Subpixel Reconstruction AntiAliasing
PostPosted: Thu Mar 15, 2012 11:24 am 
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SirPauly wrote:
Sorry, for not being clear


Yes, it was a little blurry

:tease:


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#55) 
 Post subject: Re: Subpixel Reconstruction AntiAliasing
PostPosted: Thu Mar 15, 2012 11:36 am 

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:duel: =D> I'm having fun with the icons!


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#56) 
 Post subject: Re: Subpixel Reconstruction AntiAliasing
PostPosted: Thu Mar 15, 2012 11:39 am 
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apoppin wrote:
SirPauly wrote:
Sorry, for not being clear


Yes, it was a little blurry

:tease:

(ROFLMAO)

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.



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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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#57) 
 Post subject: Re: Subpixel Reconstruction AntiAliasing
PostPosted: Thu Mar 15, 2012 11:52 am 
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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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#58) 
 Post subject: Re: Subpixel Reconstruction AntiAliasing
PostPosted: Thu Mar 15, 2012 11:55 am 
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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.



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#59) 
 Post subject: Re: Subpixel Reconstruction AntiAliasing
PostPosted: Thu Mar 15, 2012 1:54 pm 
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Joined: Mon May 10, 2010 3:46 pm
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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" :lol: 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.html

https://hotfile.com/dl/149543035/122e644/MSAA.mp4.html

https://hotfile.com/dl/149561747/5d4b88c/NONE.mp4.html

You 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.html

I'm wondering if the new rumored method will incorporate "GPAA" methods: http://www.geeks3d.com/20110313/gpaa-ge ... -aliasing/



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#60) 
 Post subject: Re: Subpixel Reconstruction AntiAliasing
PostPosted: Thu Mar 15, 2012 3:29 pm 
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Here's another blog by Nvidia's Timothy Lottes on SRAA: http://timothylottes.blogspot.com/2012/ ... -sraa.html



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Face the goodness in life.


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