nVidia Supports SSAA NOW!

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trinibwoy

Senior member
Apr 29, 2005
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Originally posted by: bunnyfubbles
I don't think you understand that SSAA and Super AA are different things, its a mix of SSAA and MSAA. Unless you're saying nVidia supports this AND supports it with playable performance.

Or unless people are wrongly touting Super AA as SSAA...

"ATI is able to handle SSAA by rendering the entire scene at the desired resolution on each card with a half pixel diagonal shift. They combine this method with either their 8x or 12x MSAA modes in order to produce 10xAA (4x + 4x + 2xSS) and 14xAA (6x + 6x + 2xSS). These quality modes should prove to be phenomenal. "

SuperAA is just MSAA on different texture sampling positions which Nvidia already supports on a single card. The main difference here being that ATi's sampling positions are programmable. The hybrid modes are playable on NV40 but mostly on older less demanding titles.
 

bunnyfubbles

Lifer
Sep 3, 2001
12,248
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Originally posted by: trinibwoy
Originally posted by: bunnyfubbles
I don't think you understand that SSAA and Super AA are different things, its a mix of SSAA and MSAA. Unless you're saying nVidia supports this AND supports it with playable performance.

Or unless people are wrongly touting Super AA as SSAA...

"ATI is able to handle SSAA by rendering the entire scene at the desired resolution on each card with a half pixel diagonal shift. They combine this method with either their 8x or 12x MSAA modes in order to produce 10xAA (4x + 4x + 2xSS) and 14xAA (6x + 6x + 2xSS). These quality modes should prove to be phenomenal. "

SuperAA is just MSAA on different texture sampling positions which Nvidia already supports on a single card. The main difference here being that ATi's sampling positions are programmable. The hybrid modes are playable on NV40 but mostly on older less demanding titles.

Ok then I'm partially wrong I guess.
 

Insomniak

Banned
Sep 11, 2003
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Originally posted by: apoppin
SO . . you want "something innovative"? . . . in case you missed it , , , , copied from a related post:

Nvidia starts working on SLI 2
even if Crossfire defeats SLI, Nvidia has some secret horses for a new race. It is working on something that we know as SLI 2.

As you know SLI, has been around for a few quarters now and Nvidia is working to improve this marchitecture. One of the teams was working to get some better silicon at the same time and that?s what we believe is going to be called SLI2.

We learned that Nvidia is working on a motherboard that will have more PCIe lanes and might actually get close to two times 16 PCIe lanes, the ultimate for PCIe graphic cards in SLI mode.

We are not sure how much two times PCIe 16 times lanes will change the actual SLI score but this is something that we need to see before making our own mind . It could be good thing you never know.

Nvidia will also improve number things on its new silicon once it polishes it enough as it learned from its first born SLI chipset. We don?t have any idea about timing of final specification and features of such SLI 2 chipsets and boards but we will work on it.
:thumbsup:



I don't really see anything innovative about SLi 2.

Bringing back SLi was innovation. Improving it and tweaking it is, to me, simply refining a product.
 

apoppin

Lifer
Mar 9, 2000
34,890
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alienbabeltech.com
Originally posted by: Insomniak
Originally posted by: apoppin
SO . . you want "something innovative"? . . . in case you missed it , , , , copied from a related post:

Nvidia starts working on SLI 2
:thumbsup:

I don't really see anything innovative about SLi 2.

Bringing back SLi was innovation. Improving it and tweaking it is, to me, simply refining a product.

technically [nothing is innovation then :p . . . there is nothing innovative about SSAA . . . everything just builds on what has gone before . . .

. . . i was just tossing in something offhand to Mr xknight- and now that i look at it - OT :eek:
 

ElFenix

Elite Member
Super Moderator
Mar 20, 2000
102,393
8,552
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3dfx's SS > nvidia's SS

looks like ATI's SS works more like 3dfx's, rather than nvidia's 'render a single image at a higher res and then downsample' technique.
 

VIAN

Diamond Member
Aug 22, 2003
6,575
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Does Super AA look much better than Multisampling?
SSAA also applies a blur to everything which may make some people complain. Blurry text and textures, not cool.
 

Gstanfor

Banned
Oct 19, 1999
3,307
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Originally posted by: VIAN
Does Super AA look much better than Multisampling?
SSAA also applies a blur to everything which may make some people complain. Blurry text and textures, not cool.

No it doesn't. SSAA "sharpens" the textures if anything - its like an extra step of anisotropic filtering.

Quincunx can have a blurring effect, especially in contrasty ares of textures, but Quimcunx is based off MSAA, not SSAA. Closely related to Quincunx is 4x9 tap AA, which is basically Quincunx with 4 sample points rather than 2 together with SSAA and a rop filter. Perhaps that is what you are thinking of. 16x AA (2x2 SSAA, 4x MSAA does not involve quincunx style rop filters).
 

VIAN

Diamond Member
Aug 22, 2003
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I just remember blurry text when you turned on AA. But it wasn't Quincunx. I like that blur.
 

Ackmed

Diamond Member
Oct 1, 2003
8,498
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BenSkywalker, thanks for the info. While its not on the PC, it does seem is can work. Seems I was mistaken.

Originally posted by: keysplayr2003
Originally posted by: Ackmed
Originally posted by: BenSkywalker
Shouldn't be any flamewar, this is all point of fact- just pointing it out for those who don't know.


Except you dont know for fact, what you claim as facts.

You spiteful, Malignant F**ker......


Nice name calling, again. Grow up.
 

Emultra

Golden Member
Jul 6, 2002
1,166
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I like antialiasing for the most part, but it does seem to blur edges that should be sharp. Sure, without AA those edges would be more jaggy, but at least they'd be razor sharp like they should. Though all in all, AA is good. AF too.

What is the difference between 2x AA and 2xQ?

8xS?
 

Keysplayr

Elite Member
Jan 16, 2003
21,211
50
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Originally posted by: Ackmed
BenSkywalker, thanks for the info. While its not on the PC, it does seem is can work. Seems I was mistaken.

Originally posted by: keysplayr2003
Originally posted by: Ackmed
Originally posted by: BenSkywalker
Shouldn't be any flamewar, this is all point of fact- just pointing it out for those who don't know.


Except you dont know for fact, what you claim as facts.

You spiteful, Malignant F**ker......


Nice name calling, again. Grow up.

Only stating the facts like your so fond of. Get hit by a bus. (favorite quote from Nick1985)

 

Gstanfor

Banned
Oct 19, 1999
3,307
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With nVidia, 2x AA is 2 sample rotated grid MSAA. This is true right back to GF3, which pioneered MSAA. Prior to that AA on nVidia GPU's was OGSS (ordered grid super sampling).

Quincunx is 2x MSAA with a blur filter applied in the ROP's

Strangely enough, 4x AA on nVidia GPU's has always been ordered grid, regardless of MSAA or SSAA (OGMS, OGSS). This only changed with nV4x (GeForce 6 series).

HRAA: High-Resolution Antialiasing through Multisampling (pdf)
 

fierydemise

Platinum Member
Apr 16, 2005
2,056
2
81
Originally posted by: keysplayr2003
You spiteful, Malignant F**ker......

The irony of this is amazing, here we have someone who started a petition to get a member banned for "Manners. Insults. Rudeness. etc etc..."
Full Thread

Actually on topic, its good that nVidia supports SSAA but if not many people know about it, that somewhat decreases its usefulness. If its already supported then I'm sure we'll see official driver support as soon as crossfire is released (if not sooner).
 

Emultra

Golden Member
Jul 6, 2002
1,166
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Originally posted by: Emultra
I like antialiasing for the most part, but it does seem to blur edges that should be sharp. Sure, without AA those edges would be more jaggy, but at least they'd be razor sharp like they should. Though all in all, AA is good. AF too.

What is the difference between 2x AA and 2xQ?

8xS?


Also, I remember when the Matrox Parhelia came out, it had something called Fragment Anti-Aliasing (FAA) or something, and it was supposed to be pretty good.
 

Gamingphreek

Lifer
Mar 31, 2003
11,679
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Originally posted by: Gstanfor
With nVidia, 2x AA is 2 sample rotated grid MSAA. This is true right back to GF3, which pioneered MSAA. Prior to that AA on nVidia GPU's was OGSS (ordered grid super sampling).

Quincunx is 2x MSAA with a blur filter applied in the ROP's

Strangely enough, 4x AA on nVidia GPU's has always been ordered grid, regardless of MSAA or SSAA (OGMS, OGSS). This only changed with nV4x (GeForce 6 series).

HRAA: High-Resolution Antialiasing through Multisampling (pdf)

Nvidia just recently switched to Rotated Grid. The Geforce FX series used something different IIRC.

-Kevin
 

Keysplayr

Elite Member
Jan 16, 2003
21,211
50
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Yeah, the FX series as well as the 4xxx series took huge performance hits when using any AA at all. 6 series is greatly improved.
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
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looks like ATI's SS works more like 3dfx's, rather than nvidia's 'render a single image at a higher res and then downsample' technique.

That's due to sampling positions more then anything- certainly not due to jittered multi frame versus single super frame. If the sampling points are the same for both, the end results will be the same.

No it doesn't. SSAA "sharpens" the textures if anything - its like an extra step of anisotropic filtering.

Actually it does blur them- IHVs are forced to use a more agressive LOD when enabling SSAA to make this less of an issue.

I don't think you understand that SSAA and Super AA are different things, its a mix of SSAA and MSAA.

nVidia's xS modes aren't a lot like what you are saying there, they are exactly that.

Unless you're saying nVidia supports this AND supports it with playable performance.

x8S is brutal on newer titles to be sure, it runs on older titles just fine.

Or unless people are wrongly touting Super AA as SSAA...

The big boost for SuperAA over MSAA is that can reduce aliasing on alpha textures- which is due to the fact that is is also using SSAA. 8000 sample MSAA still won't eliminate anything at all when it comes to alpha textures- the GeForce1 handled this better then any currently supported mode on ATi hardware(due to driver restrictions, not due to lack of hardware).

BFG-

OTOH having a higher MSAA level smooths out polygon edges much better.

I'm not understanding what you are saying here- with identical samples MSAA will smooth poly edges the exact same as SSAA(in terms of IQ, obviously the performance hit will be much larger).
 

Matthias99

Diamond Member
Oct 7, 2003
8,808
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The big boost for SuperAA over MSAA is that can reduce aliasing on alpha textures- which is due to the fact that is is also using SSAA. 8000 sample MSAA still won't eliminate anything at all when it comes to alpha textures- the GeForce1 handled this better then any currently supported mode on ATi hardware(due to driver restrictions, not due to lack of hardware).

And, man, I just miss those alpha textures so much. :roll:

About the only remotely new game I can think of that uses transparent textures extensively is Call Of Duty and its variants, and that's built off the Quake3 engine. I guess this could be more of an issue if you like to play older games a lot, but it's not exactly the end of the world. If you HAVE to have AA on your alpha textures, well, you'll just have to buy an NVIDIA card.

I find it hard to believe the lack of SSAA is just ATI being jerks. If they could flip a switch and turn on flawless SSAA support in all their hardware, I'm sure they would. It might be due to a lack of driver support, but I find it unlikely they would purposefully restrict its use just to not have a feature.

(The rest of this is in response to the multiple people complaining about blurriness from AA)

I like antialiasing for the most part, but it does seem to blur edges that should be sharp. Sure, without AA those edges would be more jaggy, but at least they'd be razor sharp like they should.

AA of any type slightly softens the image (either edges with MSAA, or any contrasting areas with SSAA). However, this is actually more accurate (in a mathemetical/sampling theory sense). Aesthetically, some folks don't like it, and would rather have well-defined (but jagged) edges. Meh.

If text/GUI elements are getting hit with AA, the result can be pretty ugly (since these things are already been drawn as sharp as possible, trying to use AA on them does actually just blur them). This is usually because of a bug/flaw in the game engine or its interaction with the driver, NOT a problem with the way antialiasing works. The game *should* draw any 2D text/GUI elements *over* the rendered image, after it has been processed with AA/AF.
 

bunnyfubbles

Lifer
Sep 3, 2001
12,248
3
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Originally posted by: Emultra
I like antialiasing for the most part, but it does seem to blur edges that should be sharp. Sure, without AA those edges would be more jaggy, but at least they'd be razor sharp like they should. Though all in all, AA is good. AF too.
I dunno which card/setting you're using but my AA definately makes edges a loth sharper (smoother if they are a hill by rounding them off). It definately gives an incredible illusion of playing the game at a much higher resolution.
 

xtknight

Elite Member
Oct 15, 2004
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Yeah AA makes fonts blurry in Wolfenstein: ET for me. I think Half-Life 2 is fine though. Wolfenstein: ET uses the Quake 3 engine, which probably wasn't made with AA in mind, so it's understandable. The only way I can turn AA on in that game is to force it from ForceWare control panel.
 

Gstanfor

Banned
Oct 19, 1999
3,307
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Originally posted by: Matthias99
I find it hard to believe the lack of SSAA is just ATI being jerks. If they could flip a switch and turn on flawless SSAA support in all their hardware, I'm sure they would. It might be due to a lack of driver support, but I find it unlikely they would purposefully restrict its use just to not have a feature.

As posted above, SSAA works on mac versions of mac cards just fine, so the hardware is clearly capable.

Go search beyond3d for what ATi engineers have had to say on the subject in the past. They have stated, they could have enabled SSAA, but chose not to (for performance reasons IIRC).

This is more proof (if it were even required) that ATi restricts their users choice of how things are to be rendered. Either you do things the way ATi's engineers dictate it will be done, or you don't do it at all. nVidia, by contrast, gives you an enormous amount of choice and doesn't force you into doing things one way only. I know which of the two methodologies I prefer.
 

Matthias99

Diamond Member
Oct 7, 2003
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Originally posted by: Gstanfor
Originally posted by: Matthias99
I find it hard to believe the lack of SSAA is just ATI being jerks. If they could flip a switch and turn on flawless SSAA support in all their hardware, I'm sure they would. It might be due to a lack of driver support, but I find it unlikely they would purposefully restrict its use just to not have a feature.

As posted above, SSAA works on mac versions of mac cards just fine, so the hardware is clearly capable.

Did I say it wasn't? :confused:

Go search beyond3d for what ATi engineers have had to say on the subject in the past. They have stated, they could have enabled SSAA, but chose not to (for performance reasons IIRC).

I recall this coming up before, and I was unable to turn up anything that was basically ATI saying "we could turn on SSAA, but we don't want to because we like screwing our customers for no good reason." Link?

This is more proof (if it were even required) that ATi restricts their users choice of how things are to be rendered. Either you do things the way ATi's engineers dictate it will be done, or you don't do it at all. nVidia, by contrast, gives you an enormous amount of choice and doesn't force you into doing things one way only. I know which of the two methodologies I prefer.

Those straw men sure are easy to knock down, aren't they? :disgust: Care to explain why NVIDIA gives you "an enormous amount of choice" compared to ATI?

 

Gstanfor

Banned
Oct 19, 1999
3,307
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Those straw men sure are easy to knock down, aren't they? :disgust: Care to explain why NVIDIA gives you "an enormous amount of choice" compared to ATI?

Profiles and the ability to turn optimizations, AA options, AF options, mipmapping options, etc on or off on an application by application basis.

The ability to use MSAA, SSAA, or a blend of the two (no SLI required for the blend either).

The ability to fully utilize the DX9 specification with regard to rendering precisions, the ability to utilize FP hardware blending.

Fully functional vertex shaders, not partially implimented versions that unload a signifigant amount of the work they should be doing onto the cpu (looping/branching).

Fully IEE compliant FP operations (which makes the GPU useful for researchers outside of graphics applications).

...

I could go on and on, but I think you start to get the picture. ATi relies on their optimizations and lack of user choice to maintain their speed advantage. Take away the optimizations and hardware shortcuts and they would fall flat on their face.
 

bcoupland

Senior member
Jun 26, 2004
346
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Originally posted by: Gstanfor

I could go on and on, but I think you start to get the picture. ATi relies on their optimizations and lack of user choice to maintain their speed advantage. Take away the optimizations and hardware shortcuts and they would fall flat on their face.

Weren't people saying exactly the same thing about nvidia last year? Both companies have great quality AA with this generation, I don't see why all video forum posts have to turn into a flame war.

 

Matthias99

Diamond Member
Oct 7, 2003
8,808
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Originally posted by: Gstanfor
Those straw men sure are easy to knock down, aren't they? :disgust: Care to explain why NVIDIA gives you "an enormous amount of choice" compared to ATI?

Profiles and the ability to turn optimizations, AA options, AF options, mipmapping options, etc on or off on an application by application basis.

ATI has profiles, too. Dear God, you may have to adjust it before playing a game if you want different settings for that game. Oh no, the horror. :roll:

I admit that having it loaded automatically per app is handy for the applications that don't let you control things from within the game, but those are getting pretty rare these days.

The ability to use MSAA, SSAA, or a blend of the two (no SLI required for the blend either).

Yes, NVIDIA has SSAA on their cards (didn't we just go over this?). The performance penalty for the blended mode is pretty horrible, however.

The ability to fully utilize the DX9 specification with regard to rendering precisions

ATI's cards meet the DX9.0/SM2.0 specs just fine.

the ability to utilize FP hardware blending.

Fully functional vertex shaders, not partially implimented versions that unload a signifigant amount of the work they should be doing onto the cpu (looping/branching).

Last I checked, that's called "The Geforce6 cards have SM3.0 and FP Framebuffer support", not "ATI doesn't like giving its users choices". Extrapolating from video card features to corporate/design philosophy is a bit of a stretch.

Fully IEE compliant FP operations (which makes the GPU useful for researchers outside of graphics applications).

I'm pretty sure the FireGL cards also offer this (although I can't say I've ever needed it).

I could go on and on, but I think you start to get the picture. ATi relies on their optimizations and lack of user choice to maintain their speed advantage. Take away the optimizations and hardware shortcuts and they would fall flat on their face.

I fail to see how this at all follows from anything you said, but... uh, okay.