SirPauly
Diamond Member
- Apr 28, 2009
- 5,187
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Well, don't forget that he's playing at 1440p where AA usually carries big penalty.
Also, SLi may not scale as well based on the temporal nature of the feature!
Well, don't forget that he's playing at 1440p where AA usually carries big penalty.
Also, SLi may not scale as well based on the temporal nature of the feature!
He says, reduction of sharpness comes with the removal of aliasing, but SGSSAA proves him wrong. I too think he is trying to sugarcoat the severe shortcomings of TXAA. I don't blame him - he wrote the damn thing and works for Nvidia. Still, it leaves a very bitter taste.
SSAA without LoD adjustment blurs the picture, too. And to get the same result you need more than 4 samples which makes SSAA for a Single-Card user useless.
SGSSAA > SSAA yes?
Agreed. It's a cool technology and if NVIDIA wants to work on it that's fine - there are definitely a lot of people who would find this an improvement. But it shouldn't be allowed to become the de-facto method of AA, we're already having that problem with FXAA.The cinematic look may not be for everyone, personally welcome the feature but since it is using multi-sampling; it would be also welcomed to see a multi-sampling + transparency ability as well, for the gamers that really enjoy sharper images.
Don't worry, TXAA was never designed to replace all the other AA methods, but rather provide something different.it shouldn't be allowed to become the de-facto method of AA
The transparency MSAA is basically selective super-sampling. This is something I highly recommend to developers to do manually as an option to increase quality in general (especially with alpha-tested geometry). This stuff shouldn't just be a forced driver option IMO.it would be also welcomed to see a multi-sampling + transparency ability as well, for the gamers that really enjoy sharper images.
The physics of the problem proves otherwise. For example, take pixel-width green text on a black background. When this text is aligned to pixels, you get a sharp image like the text on your desktop. When the lines of the text get shifted by 1/2 a pixel, then it is blurry. If the text is moving very slowly you get a flickering on-and-off of blur, this is temporal aliasing. You cannot have ultimate sharpness and no temporal aliasing at the same time.He says, reduction of sharpness comes with the removal of aliasing, but SGSSAA proves him wrong. I too think he is trying to sugarcoat the severe shortcomings of TXAA. I don't blame him - he wrote the damn thing and works for Nvidia. Still, it leaves a very bitter taste.
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.He says TXAA is more expensive than MSAA but refers to it as a little
Yeah that is correct. ATI's prior temporal AA simply changed the MSAA sample position each frame without blending frames. This effect required fast refresh rates paired with slow pixel switching displays. Current displays switch too fast for this to work well. Things like excessive film grain will hide the flicker, but it wouldn't apply in the general case.ATI's Temporal AA was dependent on rapid succession of other frames to create the "effect" of AA. So one frame really couldn't show what's happening.
Yeah TXAA is not conventional super-sampling. Certainly I'd rather just super-sample everything on a rotated grid, just do RGSSAA, but the cost of that is not practical in many cases. So TXAA does the next best thing, and uses samples across time. So in motion, when the temporal aliasing is bad with MSAA, you get some non-conventional form of SSAA with TXAA.I am not saying this is traditional or conventional super-sampling.
Games like BL2 which are effectively designed for the 360/PS3 console, apply cell shading as a post process. Traditional MSAA techniques don't work for these cell shaded games, because the outline shader re-introduces any aliasing that would have been removed by the MSAA resolve. There might be ways to correct this by using the non-resolved MSAA depth during the outline post process, but that is an R&D project which I don't believe anyone has had time to solve yet unfortunately.Its cell shading style really begs for AA from my experience.
If TXAA is so great then why does it make the image quality worse at the same time making it better.Don't worry, TXAA was never designed to replace all the other AA methods, but rather provide something different.
The transparency MSAA is basically selective super-sampling. This is something I highly recommend to developers to do manually as an option to increase quality in general (especially with alpha-tested geometry). This stuff shouldn't just be a forced driver option IMO.
The physics of the problem proves otherwise. For example, take pixel-width green text on a black background. When this text is aligned to pixels, you get a sharp image like the text on your desktop. When the lines of the text get shifted by 1/2 a pixel, then it is blurry. If the text is moving very slowly you get a flickering on-and-off of blur, this is temporal aliasing. You cannot have ultimate sharpness and no temporal aliasing at the same time.
In the film industry, they filter out details which would lead to temporal aliasing, to insure the image is stable under any amount of motion. This is done so your eye doesn't realize that you are looking at pixels which would break the perception of reality, and so that DVD or BluRay can be resized without showing aliasing. If you are pissed at TXAA (which you don't need to use if you don't want to), then I'd highly suggest also bitching at the entire film industry, on the grounds that every time you see a movie you are getting shafted in sharpness.
BTW, I don't suger-coat anything, that's not my way, I say it how it is. If I didn't personally like TXAA and want to use it in games that I play, I would have never pushed it out.
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.
Yeah that is correct. ATI's prior temporal AA simply changed the MSAA sample position each frame without blending frames. This effect required fast refresh rates paired with slow pixel switching displays. Current displays switch too fast for this to work well. Things like excessive film grain will hide the flicker, but it wouldn't apply in the general case.
TXAA's temporal works differently, the current version of TXAA is not doing a sub-pixel jitter like Crytek or some forms of SMAA (which blends two frames) or ATI's prior (which doesn't blend frames). I have some more R&D to do before I'm happy with the blending in TXAA before I use the sub-pixel jitter to improve quality on still frames.
So for now TXAA still frames look like MSAA with a different and larger filter kernel, the real effect of TXAA is in motion.
Yeah TXAA is not conventional super-sampling. Certainly I'd rather just super-sample everything on a rotated grid, just do RGSSAA, but the cost of that is not practical in many cases. So TXAA does the next best thing, and uses samples across time. So in motion, when the temporal aliasing is bad with MSAA, you get some non-conventional form of SSAA with TXAA.
Note at some point the LOD bias could also be applied to TXAA just like RGSSAA. This is something I'm looking to improve upon on later TXAA releases once I get the jitter to the point where I like it (then you'd have 2 shaded samples/pixel on still images too, so LOD bias starts to make more sense).
Games like BL2 which are effectively designed for the 360/PS3 console, apply cell shading as a post process. Traditional MSAA techniques don't work for these cell shaded games, because the outline shader re-introduces any aliasing that would have been removed by the MSAA resolve. There might be ways to correct this by using the non-resolved MSAA depth during the outline post process, but that is an R&D project which I don't believe anyone has had time to solve yet unfortunately.
It looks like Crytek and Unreal engines will be using this, so their should be a ton of game support soon.
The physics of the problem proves otherwise. For example, take pixel-width green text on a black background. When this text is aligned to pixels, you get a sharp image like the text on your desktop. When the lines of the text get shifted by 1/2 a pixel, then it is blurry. If the text is moving very slowly you get a flickering on-and-off of blur, this is temporal aliasing. You cannot have ultimate sharpness and no temporal aliasing at the same time.
In the film industry, they filter out details which would lead to temporal aliasing, to insure the image is stable under any amount of motion. This is done so your eye doesn't realize that you are looking at pixels which would break the perception of reality, and so that DVD or BluRay can be resized without showing aliasing. If you are pissed at TXAA (which you don't need to use if you don't want to), then I'd highly suggest also bitching at the entire film industry, on the grounds that every time you see a movie you are getting shafted in sharpness.
BTW, I don't suger-coat anything, that's not my way, I say it how it is. If I didn't personally like TXAA and want to use it in games that I play, I would have never pushed it out.
Note at some point the LOD bias could also be applied to TXAA just like RGSSAA. This is something I'm looking to improve upon on later TXAA releases once I get the jitter to the point where I like it (then you'd have 2 shaded samples/pixel on still images too, so LOD bias starts to make more sense).
Thank you for your reply. Fair enough.
But I would like to add, that with the film examples on your blog, there are still way more surface details that don't get washed away. Basically with TXAA, you could reduce texture quality by one or two levels and wouldn't even notice it I presume. I again have to point to SGSSAA with proper LOD adjustment. It may not be THAT smooth in motion, but very close. And very sharp and with little to no loss of surface detail and even additional detail due to the negative LOD.
Don't worry, TXAA was never designed to replace all the other AA methods, but rather provide something different.
The transparency MSAA is basically selective super-sampling. This is something I highly recommend to developers to do manually as an option to increase quality in general (especially with alpha-tested geometry). This stuff shouldn't just be a forced driver option IMO.
The physics of the problem proves otherwise. For example, take pixel-width green text on a black background. When this text is aligned to pixels, you get a sharp image like the text on your desktop. When the lines of the text get shifted by 1/2 a pixel, then it is blurry. If the text is moving very slowly you get a flickering on-and-off of blur, this is temporal aliasing. You cannot have ultimate sharpness and no temporal aliasing at the same time.
In the film industry, they filter out details which would lead to temporal aliasing, to insure the image is stable under any amount of motion. This is done so your eye doesn't realize that you are looking at pixels which would break the perception of reality, and so that DVD or BluRay can be resized without showing aliasing. If you are pissed at TXAA (which you don't need to use if you don't want to), then I'd highly suggest also bitching at the entire film industry, on the grounds that every time you see a movie you are getting shafted in sharpness.
BTW, I don't suger-coat anything, that's not my way, I say it how it is. If I didn't personally like TXAA and want to use it in games that I play, I would have never pushed it out.
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.
Yeah that is correct. ATI's prior temporal AA simply changed the MSAA sample position each frame without blending frames. This effect required fast refresh rates paired with slow pixel switching displays. Current displays switch too fast for this to work well. Things like excessive film grain will hide the flicker, but it wouldn't apply in the general case.
TXAA's temporal works differently, the current version of TXAA is not doing a sub-pixel jitter like Crytek or some forms of SMAA (which blends two frames) or ATI's prior (which doesn't blend frames). I have some more R&D to do before I'm happy with the blending in TXAA before I use the sub-pixel jitter to improve quality on still frames.
So for now TXAA still frames look like MSAA with a different and larger filter kernel, the real effect of TXAA is in motion.
Yeah TXAA is not conventional super-sampling. Certainly I'd rather just super-sample everything on a rotated grid, just do RGSSAA, but the cost of that is not practical in many cases. So TXAA does the next best thing, and uses samples across time. So in motion, when the temporal aliasing is bad with MSAA, you get some non-conventional form of SSAA with TXAA.
Note at some point the LOD bias could also be applied to TXAA just like RGSSAA. This is something I'm looking to improve upon on later TXAA releases once I get the jitter to the point where I like it (then you'd have 2 shaded samples/pixel on still images too, so LOD bias starts to make more sense).
Games like BL2 which are effectively designed for the 360/PS3 console, apply cell shading as a post process. Traditional MSAA techniques don't work for these cell shaded games, because the outline shader re-introduces any aliasing that would have been removed by the MSAA resolve. There might be ways to correct this by using the non-resolved MSAA depth during the outline post process, but that is an R&D project which I don't believe anyone has had time to solve yet unfortunately.
Mod note: we've confirmed that this is really Timothy Lottes. Welcome Timothy
-ViRGE
And the cost of TXAA is basically the cost of corresponding MSAA.
That's the key to me
Why don't you stop offering words and showcase some examples.
Showcase examples of what? I've already shared pics.
more action with TXAA:
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I enlarged the MSI afterburner overlay so you can view the framerate.
