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  1. #101
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    Quote Originally Posted by jlippone View Post

    Problem with traditional MSAA is that it doesn't handle HDR that well.
    MSAA resolve to pixel level is done before tone mapping and so it can 'miss' a high contrast areas.
    Also if MSAA is resolved before things like deferred shadow, fog or lighting pass it's effect can be completely erased. (IE. Gears of War, Froza5.. etc. (both had 2xMSAA))

    Most of these problems can be bypassed by proper custom resolves which is the future of edge AA.
    4x SMAA combines 2xMSAA samples with temporal re-projection with edge detection and reconstruction and has very good quality.
    TXAA is basically MSAA with resolve done right with very nice temporal aliasing solution which reduces all kinds of flickering aliasing. (It also has tent MSAA resolve which blurs a picture a bit.)

    For next I would love to see someone to mix those two methods as the result would be incredible. (edge reconstruction, temporal re-projection with flickering reduction.. etc.)


    For surface anti-aliasing the right way is to rewrite surface shader so that it doesn't alias so much. (basically specular component.)
    This link is the first stop.
    http://blog.selfshadow.com/2011/07/2...ular-showdown/
    And here's something that bridges this to the actual topic.
    http://blog.selfshadow.com/publicati..._rad_notes.pdf

    It's also very important to use area lights as it's a lot less likely to alias something with size than a infinitely small point.
    How is TXAA and SMAA in terms of resource? If they are based on MSAA, I cant see them being that cheap.

    Is that mean future of console gaming is FXAA? or is there some other cheap method coming out?

  2. #102
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    Quote Originally Posted by AttackTitan View Post
    How is TXAA and SMAA in terms of resource? If they are based on MSAA, I cant see them being that cheap.
    TXAA is more expensive than MSAA, it uses same amount of sub-samples and has a lot more complex resolve pass.
    http://www.geforce.com/hardware/tech...xaa/technology (no detailed information has been given)

    4x SMAA has 2xMSAA samples and temporal prediction to get better subsample locations. (thus name 4x.)
    It also has MLAA like edge detectio/construction on top of it. so it's cheaper than 4xMSAA, but has better quality in the end. (at least in most cases.)
    http://www.iryoku.com/smaa/
    Quote Originally Posted by AttackTitan View Post
    Is that mean future of console gaming is FXAA? or is there some other cheap method coming out?
    FXAA is the cheapest 'almost' decent quality AA method.
    SMAA 2t is quite cheap as it doesn't have MSAA samples.

    Also post and mixed AA methods are evolving whole time, we should see some very good ones in this generation. (we already have seen some new methods, like the one used in Killzone.)
    'no, no one in their sane mind uses OpenGL on PS3' - Repi
    'nope, PS3 uses a wonderful low-level API called libgcm' - Repi

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  4. #103
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    Who cares if it is on letter box? If the game is fun you won't even notice because many games use it. As for how good it will look. I hope it looks awesome but that isn't a game killer ether. Don't believe me? Look up any grand theft auto game. Hell any rockstar game proves ugly games are popular as long as they are fun

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  5. #104
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    GTA5 is one of the best looking PS3 games out...

    and myself personally, i'd rather take less details than a letter box...though this is not an online competitive game so I probably won't care.

  6. #105
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    Can't wait

  7. #106
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    dude I can't wait




  8. #107
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    Quote Originally Posted by Redman_DK View Post
    Can't wait
    On my birthday. Cool.

  9. #108
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    Not sure why I'm excited about this one, but strangely I am. It's not a new GTA, lol

    Wishlist: Jade Cocoon Reboot, Oni Reboot, the next JRPG, Wasteland 2 [coming soon!]
    SotC 2, Fallout 4, next Obsidian Fallout, Project Eternity, Uncharted 4, Divinity [NEW!]
    ...
    [South Park: Stick of Truth is pure gaming bliss!]

  10. #109
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    oh man ofcourse i'm 100% busy for a whole week starting tomorrow. maybe i'll give it a quick go on my phone before bed ;p

    edit: just realized how that could be interpreted, lol.
    Last edited by KungMartin90; 02-17-2014 at 20:06.

  11. #110
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  13. #111
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    ^ Just wow.

    #IndieStation4 and proud of it.

  14. #112
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    Quote Originally Posted by Demi_God View Post
    Wow! I cant wait to play this game.

  15. #113
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    Quote Originally Posted by jlippone View Post
    TXAA is more expensive than MSAA, it uses same amount of sub-samples and has a lot more complex resolve pass.
    http://www.geforce.com/hardware/tech...xaa/technology (no detailed information has been given)

    4x SMAA has 2xMSAA samples and temporal prediction to get better subsample locations. (thus name 4x.)
    It also has MLAA like edge detectio/construction on top of it. so it's cheaper than 4xMSAA, but has better quality in the end. (at least in most cases.)
    http://www.iryoku.com/smaa/

    FXAA is the cheapest 'almost' decent quality AA method.
    SMAA 2t is quite cheap as it doesn't have MSAA samples.

    Also post and mixed AA methods are evolving whole time, we should see some very good ones in this generation. (we already have seen some new methods, like the one used in Killzone.)

    Thanks for the explanation. I hope GG is already sharing their new AA techniques with other devs. Their quality of game suffered quite a bit, they could use their tech to better use.

  16. #114
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    Quote Originally Posted by Demi_God View Post
    It's not easy to tell because of the size of the clip, but it looks really good and detailed. Can't wait to see more.

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