WHAT KIND OF ANTIALIASING DOES D3D USES MSAA,CSAA,SSAA,SGSSAA,FXAA,SMAA
D3D ANTIALIASING
|
08-13-2015, 06:52 AM
(08-13-2015, 04:39 AM)daniellegal Wrote: WHAT KIND OF ANTIALIASING DOES D3D USES MSAA,CSAA,SSAA,SGSSAA,FXAA,SMAA MSAA.
CPU: Intel Core i5 4670k @ 4.4GHz
GPU: GAINWARD GeForce GTX 1080 Phoenix "GLH" RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7 OS: Windows 7 Ultimate x64 (08-13-2015, 04:39 AM)daniellegal Wrote: What kind of AA does D3D use (MSAA,CSAA,SSAA,SGSSAA,FXAA,SMAA) ? * MSAA (if you choose a standard preset without a quality level) * CSAA / EQAA (if you choose a preset with a qualiity level) * [RG]SSAA (if you disable AA, set the IR higher than your native display resolution and *enable the scaling filter*. NOTE: This mode is available only in the unofficial version - Ishiiruka) 08-13-2015, 07:18 AM
(This post was last modified: 08-13-2015, 07:18 AM by daniellegal.)
(08-13-2015, 07:12 AM)kirbypuff Wrote:(08-13-2015, 04:39 AM)daniellegal Wrote: What kind of AA does D3D use (MSAA,CSAA,SSAA,SGSSAA,FXAA,SMAA) ? if is msaa why opengl msaa in dolphin drains more my gpu than d3d msaa and my gpu is great on ogl performance my dolphin run better with ogl than d3d but i use d3d because of the reduced antialiasing graphical power comsumption 08-13-2015, 10:33 AM
I'm not happy with how D3D displays anti-aliasing options. I plan on looking into a better solution for the config UI but I need to talk to degasus or hdkr first to figure out how Dolphin enumerates those settings.
AFAIK in D3D the available AA methods come from the GPU driver...
Avell A70 MOB: Core i7-11800H, GeForce RTX 3060, 16 GB DDR4-3200, Windows 11 (Insider Preview)
ASRock Z97M OC Formula: Pentium G3258, GeForce GT 440, 16 GB DDR3-1600, Windows 10 (22H2)
There IS a way to enable SSAA in D3D, but it's an either or affair. Either use MSAA or use SSAA. It's just how D3D is. *shrug* Neobrain considered it, but then realized he'd have to make a button for it and gagged.
![]() Kirbypuff Wrote:* [RG]SSAA (if you disable AA, set the IR higher than your native display resolution and *enable the scaling filter*. NOTE: This mode is available only in the unofficial version - Ishiiruka) Please don't confuse the poor users. ![]() ![]() AMD Threadripper Pro 5975WX PBO+200 | Asrock WRX80 Creator | NVIDIA GeForce RTX 4090 FE | 64GB DDR4-3600 Octo-Channel | Windows 11 23H1 | (details)
MacBook Pro 14in | M1 Max (32 GPU Cores) | 64GB LPDDR5 6400 | macOS 12
08-14-2015, 01:43 AM
(08-13-2015, 03:59 PM)MaJoR Wrote: There IS a way to enable SSAA in D3D, but it's an either or affair. Either use MSAA or use SSAA. It's just how D3D is. *shrug* Neobrain considered it, but then realized he'd have to make a button for it and gagged.I want to know why ogl msaa is much hevier on my gpu than d3d msaa 08-14-2015, 02:12 PM
Well, I'm not a coder, but if I had to guess... OGL antialiasing works differently than D3D antialiasing. In OGL the spec handles antialiasing, so it is more or less defined by OGL and not the GPU. Whereas with D3D, the antialiasing is defined by the graphics driver, and Dolphin simply displays what the driver presents to it - which is why it has all of those crazy badly-labeled options that change from GPU to GPU. My guess is that since D3D's MSAA is defined by the GPU, and since D3D is used by most games on Windows so the GPU is more likely to run into antialiasing on that platform, D3D's antialiasing has gotten more optimizations and thus runs faster.
Of course that all depends on what GPU you have. Nvidia is faster in OGL than D3D, but AMD is faster on D3D than OGL. And certain cards are faster in certain backends than others too! It's kind of complicated, and that's more or less the extent of what I can guess. Spoiler: ![]() AMD Threadripper Pro 5975WX PBO+200 | Asrock WRX80 Creator | NVIDIA GeForce RTX 4090 FE | 64GB DDR4-3600 Octo-Channel | Windows 11 23H1 | (details)
MacBook Pro 14in | M1 Max (32 GPU Cores) | 64GB LPDDR5 6400 | macOS 12
08-15-2015, 01:16 AM
(This post was last modified: 08-15-2015, 03:57 AM by daniellegal.)
(08-14-2015, 02:12 PM)MaJoR Wrote: Well, I'm not a coder, but if I had to guess... OGL antialiasing works differently than D3D antialiasing. In OGL the spec handles antialiasing, so it is more or less defined by OGL and not the GPU. Whereas with D3D, the antialiasing is defined by the graphics driver, and Dolphin simply displays what the driver presents to it - which is why it has all of those crazy badly-labeled options that change from GPU to GPU. My guess is that since D3D's MSAA is defined by the GPU, and since D3D is used by most games on Windows so the GPU is more likely to run into antialiasing on that platform, D3D's antialiasing has gotten more optimizations and thus runs faster.this make sense because opengl has,nt been to much of the most used api so nvidia must barely care about opengl |
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)