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Ocre
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#21)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Tue Mar 29, 2011 5:41 pm |
Joined: Mon Nov 22, 2010 5:22 am Posts: 2113
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thanx sirpauly. I just only can see this as something good, i mean for now. In these console port days. PC Gaming isnt the same, its just fact. I know there is better AA but why be bothered by an attempt that will only give us better IQ. Developers are not as concerned with the PC by itself and consoles arent capable of the more taxing AA no matter how good it looks.
I think its just a result based on the facts. Nvidia is trying to find a solution that gives us better IQ when the developers are failing. Whats bad is how close to PCs consoles are. The next one will still be sold as a separate kind of system that in a few yrs, once again, will be holding graphics back.
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SirPauly
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#22)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Tue Mar 29, 2011 6:25 pm |
Joined: Wed Jan 12, 2011 1:56 pm Posts: 802
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grstanford
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#23)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Tue Mar 29, 2011 10:37 pm |
Joined: Sat Apr 24, 2010 11:19 am Posts: 4967
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Both SRAA and FXAA look horribly blurry to me in that DICE presentation and still don't match MSAA. This isn't why I purchase high end graphics cards. If I wanted that sort of output I'd use a GT210 or a software renderer.
_________________ 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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#24)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Thu Mar 31, 2011 9:10 am |
Joined: Wed Jan 12, 2011 1:56 pm Posts: 802
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Here is more data on something I've learned, thanks to FiveFeet8, Quote: Such a technique is quite a novelty in the video game industry and it’s very likely Crytek will release improved versions as it has potential to also be merged with different techniques - for example, it’s currently also combined with Nvidia’s FXAA in “Extreme” spec, in order to improve quality further with sub-pixel accuracy results from post MSAA. http://crytek.com/sites/default/files/C ... atures.pdf
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SirPauly
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#25)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Mon Jun 06, 2011 11:02 am |
Joined: Wed Jan 12, 2011 1:56 pm Posts: 802
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Quote: Antialiasing - FXAA
FXAA is a fast shader-based post-processing technique that can be applied to any program, including those which do not support other forms of hardware-based antialiasing. FXAA can be used in conjunction with other antialiasing settings to improve overall image quality. Note that enabling this setting globally may affect all programs rendered on the GPU, including video players and the Windows desktop.
• Turn FXAA on to improve image quality with a lesser performance impact than other antialiasing settings.
• Turn FXAA off if you notice artifacts or dithering around the edges of objects, particularly around text. This is stated in the nVidia control panel. This was shared by jackfuste over at Rage3d: http://www.rage3d.com/board/showpost.ph ... stcount=91This is a really nice find because it looks like for sure that FXAA will be a feature for every application, including DirectX, and certainly wonderful for flexibility for titles with no AA capability and to use in conjunction with other more traditional methods.
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grstanford
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#26)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Mon Jun 06, 2011 11:34 am |
Joined: Sat Apr 24, 2010 11:19 am Posts: 4967
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Does this mean it is working in 257.33 for things other than OpenGL (it only worked for OpenGL in 275.27)?
_________________ 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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#27)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Mon Jun 06, 2011 11:42 am |
Joined: Wed Jan 12, 2011 1:56 pm Posts: 802
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Not yet! So far, it only works in OpenGL but looking forward to Direct3d. The data offered by Jack was welcomed for me because the wording said all programs.
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grstanford
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#28)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Tue Jul 19, 2011 3:53 am |
Joined: Sat Apr 24, 2010 11:19 am Posts: 4967
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Hard OCP article on FXAA and FEAR 3. http://www.hardocp.com/article/2011/07/ ... technologyNote that it works on AMD video cards as well as nvidia's own cards. MLAA works on on AMD cards. Guess which one developers will be more likely to make use of as a reesult of that (hint: not MLAA). Looks like the FEAR 3 devs did a better job of integrating it into their engine than the likes of crytek (Crysis 2) and (surprisingly) Duke Nukem Forever. I'll still use MSAA where I can. Would love a GTA IV patch and a Gothic 3 patch with FXAA integrated 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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SirPauly
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#29)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Wed Jul 20, 2011 11:16 am |
Joined: Wed Jan 12, 2011 1:56 pm Posts: 802
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apoppin
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#30)
Post subject: Re: Subpixel Reconstruction AntiAliasing  Posted: Wed Jul 20, 2011 11:50 am |
Joined: Fri Jul 04, 2008 1:26 am Posts: 19667 Location: 404 - Not Found!
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i think i will wait until it is generally available like MLAA is in CCC Some games already use it - like Duke Nukem Forever - it is offered as an in-game setting. In some cases, it looks better than with MSAA - but not always. Actually, DNF is a game that looks best in 3D Vision with Post processing off and FXAA on - and at 5760x1080 
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