(06-17-2019, 01:14 AM)DJBarry004 Wrote: "The aim of supersampling is to reduce this effect. Color samples are taken at several instances inside the pixel (not just at the center as normal), and an average color value is calculated. This is achieved by rendering the image at a much higher resolution than the one being displayed, then shrinking it to the desired size, using the extra pixels for calculation. The result is a downsampled image with smoother transitions from one line of pixels to another along the edges of objects."The output image is still 1x IR even at 8xSSAA, so my point still stands. You can see this difference quite clearly because 8xIR+AA OFF is MUCH clearer/cleaner than 1xIR+8xSSAA.
Wikipedia says otherwise.
https://en.wikipedia.org/wiki/Supersamplin
For Dolphin SSAA basically means that the size of the framebuffer gets increased but all the other buffers stay the same size (e.g. EFB/XFB) I think this is because SSAA is done at driver level, which cannot access these extra emulated buffers as, AFAIK, those are done on the CPU. With an IR increase it increases all buffers. If you don't believe me: It's easy enough to test, get a game that messes up the bloom on a higher than native IR, run it at 1xIR and increase the SSAA (8xSSAA = 8xIR) you will see that the bloom is still working as intended.
Check my profile for up to date specs.
