Seeing how NV doesn't care about Fermi owners, I won't be promoting TXAA either.
Excellent comparison** Here we are 3 months later with the next "big update" and TXAA still sucks** It's amazing what the marketing kool aid is able to spin though**TXAA in BO2 is horrendous** It's like putting on a wrong set of prescription glasses** It washes out details, making the game look like a console game (that's exactly what you don't want after you spent $400+ on a modern GPU)** I noted this major deficiency of TXAA in TSW and it's even more clear in BO2 because that game has very simplistic textures/low-polygon models, which makes it even easier to see the blur city of TXAA**
TXAA is so bad, it's worse than MLAA/FXAA** I can't believe some people think MSAA is outdated tech and TXAA is supposed to the future? The current implementation of TXAA = the quickest way to "consolize" PC gaming graphics**
The big deal is the waste of marketing and resourses to implement a feature that degrades IQ. I would prefer an implementation of SSAA since the game is showing many FPS.At least the title has multi-sampling or TXAA to choose from -- having another choice doesn't suck! What's the big deal here? Like to see this title in motion before I form an objective view -- not as gifted as the static image experts.
The big deal is the waste of marketing and resourses to implement a feature that degrades IQ. I would prefer an implementation of SSAA since the game is showing many FPS.
Yikes! I won't fault NVIDIA for trying, but they need to try harder. I think even FXAA would be less blurry (and that doesn't have the luxury of geometry samples).TXAA in BO2 is horrendous. It's like putting on a wrong set of prescription glasses. It washes out details, making the game look like a console game (that's exactly what you don't want after you spent $400+ on a modern GPU). I noted this major deficiency of TXAA in TSW and it's even more clear in BO2 because that game has very simplistic textures/low-polygon models, which makes it even easier to see the blur city of TXAA.
8X MSAA
![]()
4x TXAA
![]()
TXAA is so bad, it's worse than MLAA/FXAA. I can't believe some people think MSAA is outdated tech and TXAA is supposed to the future? The current implementation of TXAA = the quickest way to "consolize" PC gaming graphics.
I've tried it, still looks terrible to me.Yeh I'm pretty disappointed with TXAA. It might be ok when playing on a HDTV sitting back on the couch, giving it a more cinematic like quality, but up close on a PC display its just too blurry.
I was not able to understand how anyone could defend a filter that reduces image quality. Then I read the topic from the beginning and now it all makes sense.And why I would like to get an objective view with movement with SSAA, multi-sampling with transparency and TXAA, screenshots, too, and performance attributes.
Sorry, see static screenshot - make blanket view is not my style.
This post confirms my previous comment. The filter itself is completely useless since the author have to use SGSSAA to make the image less blurry. And the blur still persists.Some screen shots and comments:
Cod:BO2 4xTXAA+4xSGSSAA
http://timothylottes.blogspot.com/2012/11/codbo2-4xtxaa4xsgssaa.html
You have SSAA, and then you go and ruin it with TXAA?Some screen shots and comments:
Cod:BO2 4xTXAA+4xSGSSAA
http://timothylottes.blogspot.com/2012/11/codbo2-4xtxaa4xsgssaa.html
Quite easy actually! Because it is an attempt of tackling temporal aliasing while bringing levels of efficiency! Desire this to mature, evolve and improve.
Some screen shots and comments:
Cod:BO2 4xTXAA+4xSGSSAA
http://timothylottes.blogspot.com/2012/11/codbo2-4xtxaa4xsgssaa.html
Efficiency wouldn't be a problem if developers ditched the deferred rendering model and moved to forward rendering lighting path like was done in the Leo demo. Then we could use MSAA without the 30-40% performance hit it currently incurs under deferred rendering path.
Thus far FXAA/MLAA/TXAA have all failed to improve visuals over MSAA overall. While they deal with anti-aliasing better in some instances (Max Payne 3), this benefit is marginalized because they blur the entire picture, in the process losing details in the image, making it look more console like. It's like 1 step forward, 2 steps back.
There is nothing wrong with new AA modes, but right now TXAA is clearly not ready to replace MSAA or even FXAA.
As always, we appreciate your comments Timothy.(4.) TXAA+SGSSAA IS NOT TO INCREASE SHARPNESS
If I wanted increased sharpness with TXAA, I'd mix TXAA with OGSSAA (down-sampling), or better yet run at a higher DPI screen and higher resolution.
The reason I play with 4xTXAA and 4xSGSSAA isn't to increase sharpness, but rather provide more shaded samples/pixel for higher quality filtering and an increased reduction of temporal aliasing. If anything SGSSAA decreases "sharpness" as the added samples/pixel filter out edges which would otherwise be created by aliasing caused by under-sampling shading at 1 sample/pixel.
If you that is the author can't show the filter alone in your blog makes me think that you want to cherry pick the results to attribute some improvements of SGSSA to TXAA.The reason I play with 4xTXAA and 4xSGSSAA isn't to increase sharpness, but rather provide more shaded samples/pixel for higher quality filtering and an increased reduction of temporal aliasing. If anything SGSSAA decreases "sharpness" as the added samples/pixel filter out edges which would otherwise be created by aliasing caused by under-sampling shading at 1 sample/pixel.
As always, we appreciate your comments Timothy.
I don't suppose you could post a comparison video of SGSSAA vs. TXAA + SGSSAA? I guess I just don't get what benefit TXAA is having in this case; SGSSAA tends to clean up an image extremely well. What temporal aliasing are you experiencing even with SGSSAA?
Hey Timothy, AlienbabelTech forum would also very much welcome your participation, and has practically troll-free discussions.Given how much I used to enjoy being a forum troll on BBSes before the internet was commercialized, I'll take the flame bait here for entertainment purposes...
As always, we appreciate your comments Timothy.
I don't suppose you could post a comparison video of SGSSAA vs. TXAA + SGSSAA? I guess I just don't get what benefit TXAA is having in this case; SGSSAA tends to clean up an image extremely well. What temporal aliasing are you experiencing even with SGSSAA?
there is a lot of research and work going on towards just making MSAA faster and better in games (especially with deferred shading).
Q: TSW why no MSAA?
A: My best guess, risk. It is ok to run an experiment on TXAA and allow bugs that only effect a small percentage of gamers, it is not ok to turn on a feature got added to the engine immediately before shipping, which never got tested, which could effect every user. My advice here, just ask the developer nicely to put the MSAA option in their menu on the next patch. If they say no, get everyone you know to ask, then have their friends ask.
