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Leo DirectX forward plus rendering lighting

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LOL, this is like Witcher 2 on steroids. From the blog post:

"Gamers like you know that a game run without anti-aliasing introduces aliasing, or “jaggies,” onto the edges of objects in the game world. These jaggies are ugly and we all know it, so we went ballistic on them with an advanced form of anti-aliasing that combines supersampling and compute-accelerated post-processed AA. You, as the user, have configured your game to run at 1920×1080, and you’ve selected 4xSSAA as your anti-aliasing method. These settings tell the graphics card to render the game’s content at a 4x larger resolution of 3840×2160 (ultra-high definition), then resize that frame back down to 1920×1080 before display on the monitor. The “Extreme” anti-aliasing setting uses the compute horsepower of Graphics Core Next to do another anti-aliasing pass on the final frame, which will smooth out those last four pixels of aliasing we described in the example above." Ok now take that statement and apply it to 2560x1600 resolution. Your videocard is doing 4-5x the workload of a single 2560x1600 frame. 😱
I'm all for AA, but that's just insane (in a bad way). If 4x SSAA isn't removing all significant aliasing then you're doing it wrong.😛
 
I'm all for AA, but that's just insane (in a bad way). If 4x SSAA isn't removing all significant aliasing then you're doing it wrong.😛

It's pretty remarkable how otherwise average looking games (Sleeping Dogs, the Secret World), manage to add a couple of extras and run uber slow on modern $400-500 GPUs, despite still not looking better than Crysis 1.
 
It's pretty remarkable how otherwise average looking games (Sleeping Dogs, the Secret World), manage to add a couple of extras and run uber slow on modern $400-500 GPUs, despite still not looking better than Crysis 1.
:sneaky:,not played neither yet, i see your point though RS
 
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There's no longer massive jumps in visuals because as soon as ultra high-res textures were available and gpus were powerful enough to push polygons to generate realistic shapes, the image is going to look great. Anything new on top of that is fluff, such as DoF, film-grain, blurs, fancy lightning and hardly noticable better shadowing.

All that fluff requires a great deal of GPU grunt. Minor jumps in visual IQ is going to be the norm, except for innovations like eyeinfinity where the performance demand is justified because it immerses better. What's the next big leap in graphics??
 
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