IIRC, edge detect AA was the best thing AMD ever came up with other than that it didn't use double precision.
Why did Smear ("morphological") AA become more popular?
Why did Smear ("morphological") AA become more popular?
Why did Smear ("morphological") AA become more popular?
MSAA (including Edge Detect AA) does not work for many edges in the newer games.. alpha AA (or Adaptive AA) does the job for some transparent textures but there is still so much shader aliasing (especially with various HDR lighting) that these AA methods only gets rid of maybe 30-50% of all the jaggies on the screen, while incurring a large performance hit due to the nature of these demanding games. Back then, a simple DX8 game would look practically jag-free with MSAA plus TrAA/AAA.
SSAA was in my opinion the best thing AMD came out with, other than AAA, with the 5870, but only worked for DX9 and under games, and didn't offer LOD adjustment to make up for the blurry oversampled textures. Now these problems have been largely resolved. Yet it's MASSIVE in performance hit.
MLAA/MLAA 2.0/ FXAA 1-4.0 / SMAA tries to do what SSAA does, but usually with even less performance hit than 4x AA. The quality is questionable at times, but is getting better as better methods are developed/used. TXAA is a bit demanding, but looks "cinematic" with temporal AA (aliased jitter due to motion) being addressed.
Stereo3D gaming with shutter glasses practically gives free 2x1 SSAA as the left and right images are combined/converged, with two different images of the same edge blending together. Looks awesome, with the depth - MY GOSH!!!
This sounds like you are claiming that MSAA + TrAA only anti aliases 30-50% of the pixels on DX9+ games but did 100% of them in DX8 games. I am pretty sure that is not right.these AA methods only gets rid of maybe 30-50% of all the jaggies on the screen, while incurring a large performance hit due to the nature of these demanding games. Back then, a simple DX8 game would look practically jag-free with MSAA plus TrAA/AAA.
because aa requires:
1. More processing power which consoles do not have.
2. More ram which consoles do not have
3. Modifying the code to run aa
so developers are all "f that, i am just gonna take the finished image and apply a horribad looking blur filter to it to reduce the noticeability of aliasing at the cost of image clarity, very little system resources, and 0 actual work"... Its 0 work since you have nvidia and amd kindly providing the smear filter.
What hes saying is, in older games MSAA + trAA was enough to clean up the image, but now days with deferred render and what not, MSAA + trAA often does not clean up the entire image.
What hes saying is, in older games MSAA + trAA was enough to clean up the image, but now days with deferred render and what not, MSAA + trAA often does not clean up the entire image.
ding ding ding we have a winner
I figured he was, that is what I was referring to as well.
I just wanted to clarify that its not that MSAA and TrAA are now incapable of clearing the image, its that they are not being applied. Since this rendering method is incompatible with those AA schemes, those AA schemes are not used at all (even if you set the driver to force them on)
Thanks for saying it better than I did!
I still play UT2004, a DX8 game, with TrAA ever since the option was first available with 7800GTX (and was it also available for the X800XT, or not until X1800XT came out?).. but SSAA actually cleans it up even more. There are just a tad few alpha textures that TrAA seems to miss - something to do with specular light maps? With my GTX 460 1GB, either 2x2 SSAA or 4x SGSSAA still brings the frame rates well below 90fps during intensive battles that I like to maintain at the Vsync rate of 90Hz, and the game is already 8 years old!!!