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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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An alternative to super sampling, MLAA(Morphological AA)
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An alternative to super sampling, MLAA(Morphological AA)
10-20-2010, 07:00 PM
#11
Squall Leonhart Offline
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Quote:Ah, Squall Leonhart...aren't you usually seen at the PCSX2-forums?
not really, i have a couple of posts on there but nothing major.

Quote:You don't happen to know a dev over there who'd like to fiddle around a bit with Dolphin's audio system, do you? ^^
not on the pcsx2 forums, but someone could find out what Azimer is up to and see if he wants to have a crack at Dolphins HLE audio.

Quote:Back to topic: wow, that's interesting...does this mean in the near future all games will use this MLAA? Or do you need new graphics cards that have the ability built in already?

it doesn't mean they will, just that they can.

MLAA from the driver can be done either via Shaders (like NVCP's ambient occlusion) or DirectCompute, like how AMD implemented MLAA for the Radeon 6xxx cards (it may work on previous cards as well).

once the source is made available for this post processor on the first site linked in the first post, anyone can implement it into their games, applications etc.
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10-20-2010, 08:42 PM
#12
ector Offline
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MLAA can indeed be easily added to Dolphin assuming there's a source code implementation out there with a license compatible with the GPL, which seems to be the case?
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10-20-2010, 08:55 PM
#13
StripTheSoul Offline
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@ Squall: Well, I guess it was another emulation-related forum where I saw you then Wink
Azimer, huh? That name sounds familiar...N64 sound plugin? Smile Haben't heard anything about him since years, but it would be cool if he'd take a look at Dolphin's audio...

MLAA sounds promising indeed. Alone the fact that ector shows up for this ... Wink
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10-20-2010, 11:01 PM
#14
skid Offline
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(10-20-2010, 05:00 PM)Xtreme2damax Wrote: So it seems I just discovered a bug, you can see that changing the settings is

Yeh, SSAA or any AA cannot be switched at run-time. It only takes effect when the game is started. I saw this bug while moving the EFB scale option to the OGL plugin. I didn't fix it because the code looked deliberately designed that way, maybe for performance reasons. It might slow down the emulator if it has to check the type of AA every frame. Pretty sure this bug is in both DX9 and OGL as this part of the code is identical-ish in both plugins.
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10-21-2010, 01:59 AM
#15
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Any idea why high EFB scale is causing slowdowns with DX9 and not OpenGL? Switching EFB scale to 3x, then back and forth a bit will have it running at full speed at even 3x EFB scale, EFB scale even appears to be working so I'm guessing that at least might be a bug.
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10-21-2010, 02:07 AM (This post was last modified: 10-21-2010, 02:09 AM by Starscream.)
#16
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(10-20-2010, 11:01 PM)skid Wrote: Yeh, SSAA or any AA cannot be switched at run-time.

Ah, that makes sense to me now. I was testing a game with 4x AA and 8x AA, the game was started with 4x and when switched to 8x on the fly, the image quality got slightly blurry and the fps went up. It seemed strange but now seems to have been done purposely as you've said.

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10-21-2010, 02:57 AM (This post was last modified: 10-21-2010, 03:15 AM by Xtreme2damax.)
#17
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It seems that switching the SSAA while the game was running was the sole reason for the speedup. Sad

However 3x EFB scale causes a 5 FPS drop or more in some scenes, while no slowdowns in OpenGL with the option. What kind of graphics card do we need anyway to run max SSAA and max EFB scale, a futuristic Skynet graphics chip? Oo
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10-21-2010, 03:00 AM
#18
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No, you just have to wait for the HD 9xxx series of cards. A Skynet chip would be overkill. Smile
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10-21-2010, 04:22 AM
#19
StripTheSoul Offline
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+ I think you cannot really make the equation "gfx power = fps" in emulation. I bet some games would even not run full-speed with a Skynet chip Tongue
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10-21-2010, 06:49 AM
#20
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Well AA and EFB scale is almost entirely dependent on graphics power, other things not so much.
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