Silverforce11
Lifer
- Feb 19, 2009
- 10,457
- 10
- 76
People using stills to jugde TXAA are funny...but a waste of time..as they don not graps what they are looking at... *shrugs*
Seen the HQ video on his blog, blur fest in still = blur fest in motion.
People using stills to jugde TXAA are funny...but a waste of time..as they don not graps what they are looking at... *shrugs*
People using stills to jugde TXAA are funny...but a waste of time..as they don not graps what they are looking at... *shrugs*
You're a weird one. Coming to TXAA thread saying "lets us enjoy our MSAA"
But fear not!
That is exactly what I've already suggested you lot
Pretty sure we have a grasp on that, the drones are repeating temporal AA after all. Still or motion doesn't fix the blur fest. Grasp that.
Totally agree with that. NV pushing TXAA is a good thing, even if you dislike the current state of TXAA, as used in TSW, since it means the engine has to support MSAA. Win-win for everybody.
Sadly, the lazyness of game-developers keeps surprising me. The Secret World's engine does 'true' MSAA just fine (else TXAA wouldn't be possible, and its even shown with the TXAA-override by Mr. Lottes), but they be damned if someone actually cared to implemented it in the options. :thumbsdown:
I do wonder though, what 4xTXAA would look like without the wide-tent sampling, if that's even possible without having visual artifacts from the temporal sampling.
TXAA looks just as blurry in the videos I've seen as it does in stills, so I don't see what your point is.People using stills to jugde TXAA are funny...but a waste of time..as they don not graps what they are looking at... *shrugs*
Blurry in still = blurry in motion. The purpose of anti-aliasing is to clean up the edges of objects in your field of view, to improve IQ. This TXAA is doing that at the cost of blurring everything up.
As mentioned in the thread there are other solutions that do this much better, including handling aliasing in motion, without the blur. Can go ahead and attempt to expound the virtues of this, but it's pretty clear apart from some regulars, most people see the blur and think it looks awful.
...
How about some numbers: the majority of the cost associated with TXAA is just the cost of in-game MSAA. To put this in perspective for a game like Battlefield3 which has relatively optimized MSAA support for deferred rendering, on the **mid-range mobile** 650M at 1280x800 I measured a BF3 scene at 18ms/frame with no-AA. Simply turning on 2xMSAA adds 4.4 ms/frame, or using instead 4xMSAA adds 9.2 ms/frame. Other games with deferred rendering are much worse than BF3, and games with forward rendering are much better. The cost of TXAA over just MSAA on this GPU at the same resolution is 0.67 ms/frame for 2x, and 1.34 ms/frame for 4x.
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:thumbsup: Thanks for the link!
It really is refreshing to see other people who think like us, promoting the blur fest of TXAA, innovation!
Over at Hothardware everybody loves TXAA![]()
These image aficionados really dig balanced game image without trees, antennas, wires and whatnot sticking through ones eyeballs.
FTFY
If you read through those comments, sounds like none of those guys have seen this in actionbut at least they agree with you guys, right?
Balanced game image = blur?
Indeed and the size of the screen shots make it look better than what it really is and you cant do side by side quick tap switch comparison.
The FXAA one in the middle would be the best compromise, the TXAA looks blurry.
HUH?
Hi, can i ask you a few questions regarding this
I was wondering how did you get a working TXAA in BF3, did you use some kind of injector or did Dice give you the code and then you implemented TXAA in it?
For anyone interested in moving beyond just trolling, you can test your theory and compare TXAA to simply bluring MSAA frames. Just grab some raw captures with FRAPs, then add a -vf option with the proper settings to add a gaussian blur to the near lossless ffmpeg command line I posted on my blog. Note ffmpeg is free, and there is no install.
The|Hunter, no injector will be possible with something like TXAA. Same problem with injecting the better SMAA options. As for some kind of TXAA engineered for Fermi, I'm pushing for this, not sure if I'll get the option to do that or not.
As for a MSAA option in TSW, I'd advise asking nicely in their user forum so they see that there is a demand for the feature.
The|Hunter, no injector will be possible with something like TXAA. Same problem with injecting the better SMAA options. As for some kind of TXAA engineered for Fermi, I'm pushing for this, not sure if I'll get the option to do that or not.
As for some kind of TXAA engineered for Fermi, I'm pushing for this, not sure if I'll get the option to do that or not.
Not sure what can or can't be forced on Radeon hardware, but I don't think SSAA is being applied properly, is it because the game doesn't have proper AA support?
Same FPS with 2x/4x/8x forced through CP. It seems the only thing that does any real difference to FPS is the tessellation slider. This game takes a huge hit for tess, World + Ground == 40-50% FPS drop on my Radeon 7970 (1125/1625) and about the same with the GF's GTX 680 with +50 offset.
Also, this game runs a lot better on her rig versus mine. I got a better overall system, but same settings she gets 40FPS where I get 33 FPS.
TXAA is definitely better than FXAA in this game, and on my Radeon system I can't seem to get anything to force through the driver. I might try this third party App I have.
SGSSAA only works in games that have native MSAA. Therefore you can't use SGSSAA in TSW regardless of graphics hardware
