why though? really old games are so ugly and outdated looking that it wont really matter.Anyone try games even older than Crysis 1? Like Halo 2 PC or any other really low-end DX9 game that is starting to look really long in the tooth?
There's a Gaussian blur post-filter being applied to the result. Also from Fermi onwards there's hardware accelerated jitter, but this method can't take advantage of that.this has to be much more than SSAA.
Nonsense.really old games are so ugly and outdated looking that it wont really matter.
well I have my opinion and you have yours. I don't give a rat's behind about running a 15 year old game at 4k.There's a Gaussian blur post-filter being applied to the result. Also from Fermi onwards there's hardware accelerated jitter, but this method can't take advantage of that.
The advantage this method has is that it works in practically any 3D game.
Nonsense.
Even a game using 1996 artwork (Descent 2) exhibits visible texture aliasing in places without SSAA.well I have my opinion and you have yours. I don't give a rat's behind about running a 15 year old game at 4k.
Doesn't BF4 have a rendering resolution option in the graphics options anyways?
There's a Gaussian blur post-filter being applied to the result. Also from Fermi onwards there's hardware accelerated jitter, but this method can't take advantage of that.
The advantage this method has is that it works in practically any 3D game.
Nonsense.
I've always been able to get rid of blurring by changing compatibility flags, but I'm speaking generally, as I don't own Tomb Raider.I think SSAA looks like garbage in Tomb Raider as it blurs more than FXAA.
Because it is better than box filter?NV's DSR uses Gaussian filter which will blur, not sure why they went with that approach.
Use negative mipmap bias which gives sub-pixel frequency to textures.I think SSAA looks like garbage in Tomb Raider as it blurs more than FXAA.
I don't see the point of DSR. At all. If you are paying the performance penalty for initially rendering at a higher resolution, just get a higher resolution and play at that resolution with out the down scaling.
Wait you bought a card based on that one feature? /mind boggled.
Really trying to understand this mentally.
I'm imagining a diagonal black line against a white background. Let's say that at 1080p up close you can see obvious stair stepping. So when rendered at 4k now there are black pixels close to the black line and white pixels close to the background and now there are gray pixels in between those.
So this reduces the perception of stair stepping from that same distance of view. Now we have to downsample this back to 1080p.
In my understanding this is mostly a matter of finding shades of grey for all those pixels at the border in a way that the diagonal line does not look like a distinct staircase but now a blurred but smoother diagonal line.
So I'm having a tough time figuring out what the Gaussian filter applied to the 4k render is doing and what purpose it serves.
Wait you bought a card based on that one feature? /mind boggled.
Really trying to understand this mentally.
I'm imagining a diagonal black line against a white background. Let's say that at 1080p up close you can see obvious stair stepping. So when rendered at 4k now there are black pixels close to the black line and white pixels close to the background and now there are gray pixels in between those.
So this reduces the perception of stair stepping from that same distance of view. Now we have to downsample this back to 1080p.
In my understanding this is mostly a matter of finding shades of grey for all those pixels at the border in a way that the diagonal line does not look like a distinct staircase but now a blurred but smoother diagonal line.
So I'm having a tough time figuring out what the Gaussian filter applied to the 4k render is doing and what purpose it serves.
Really trying to understand this mentally.
I'm imagining a diagonal black line against a white background. Let's say that at 1080p up close you can see obvious stair stepping. So when rendered at 4k now there are black pixels close to the black line and white pixels close to the background and now there are gray pixels in between those.
So this reduces the perception of stair stepping from that same distance of view. Now we have to downsample this back to 1080p.
In my understanding this is mostly a matter of finding shades of grey for all those pixels at the border in a way that the diagonal line does not look like a distinct staircase but now a blurred but smoother diagonal line.
So I'm having a tough time figuring out what the Gaussian filter applied to the 4k render is doing and what purpose it serves.
To be more accurate, it is the same thing as OGSSAA. Sometimes SSAA is SGSSAA (AMD's driver SSAA is SGSSAA), which is more demanding.
You should read through this: http://www.beyond3d.com/content/articles/122/3
There are different types of aliasing, and not all types are helped by the same type of AA.
Yes, it is.That was a great explanation.
You should read through this: http://www.beyond3d.com/content/articles/122/3
There are different types of aliasing, and not all types are helped by the same type of AA.