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DX11 and OpenGL differences
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DX11 and OpenGL differences
07-25-2015, 08:06 AM
#11
Aleron Ives Offline
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You can't see the benefits of SSAA in a screenshot. It reduces shimmering when the scene is in motion.
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07-25-2015, 11:40 AM
#12
Shonumi Offline
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I believe moire patterns are an area where SSAA helps quite a bit though, and an area where screenshots will accurately portray the benefits. Some of the rope bridges in the Makna Forest looked noticeably better under SSAA. Just as well, I think some of the track textures in F-Zero experience moire patterns too (though you're going waaaay to fast to stop and look, normally) and I believe some of us compared screenshots with and without to spot the differences. Moire patterns can be seen without movement though, so that's why it shows up in screenshots comparisons for SSAA.

Also, if you wanted to compare MSAA vs SSAA for more non-temporal aliasing, just look at shadows. MSAA works only on geometry, so it does not work on most emulated shadow effects(I think some are, but those are rare cases). Yeah, yeah, it's small, but it's something else that can be captured by a screenshot.
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09-24-2015, 04:20 AM (This post was last modified: 09-24-2015, 09:00 AM by kirbypuff.)
#13
kirbypuff Offline
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(07-23-2015, 10:59 AM)Vitalicks Wrote: The main difference is that with the OpenGL backend you can use SSAA (Super Sampling Anti Aliasing) which makes it look better. Direct3D has no such option (only standard MSAA).

Even if you choose a massive internal resolution and scale it down, SSAA still looks prettier. It's the main reason why I use OpenGL.

The latest development builds now have proper SSAA support for *both* backends.
The only feature the Direct3D backend lacks is post-processing shader support*.

* if you're using an official build (stable, dev or pr-test)
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