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Full Version: An alternative to super sampling, MLAA(Morphological AA)
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Just reading up about this, and apparently it works in situations where MSAA doesn't (like multiple render targets, deferred shading etc). This guy has ported it from a CPU Technique, to a GPU technique.

Quote:Multisample anti-aliasing (MSAA) remains the most extended solution to deal with aliasing, crucial when rendering high quality graphics. Even though it offers superior results in real time, it has a high memory footprint, posing a problem for the current generation of consoles, and it implies a non-negligible time consumption. Further, there are many platforms where MSAA and MRT (multiple render targets, required for fundamental techniques such as deferred shading) cannot coexist. The majority of alternatives to MSAA which have been developed, usually implemented in shader units, cannot compete in quality with MSAA, which remains the gold standard solution. This work introduces an alternative anti-aliasing method offering results whose quality lies between 4x and 8x MSAA at a fraction of its memory and time consumption (see below). Besides, the technique works as a post-process, and can therefore be easily integrated in the rendering pipeline of any game architecture.

http://www.iryokufx.com/mlaa/#faq
http://www.gamedev.net/community/forums/..._id=583531

http://igm.univ-mlv.fr/~biri/mlaa-gpu/MLAAGPU.pdf = theory

MLAA = http://www.iryokufx.com/mlaa/images/results.jpg
MSAA off = http://www.abload.de/img/1xmsaau5qm.png
MSAA 8x = http://www.abload.de/img/8xmsaaeusl.png

There is a OpenGL HLSL implementation as well at http://tridemax.blogspot.com/2010/06/mor...asing.html

God of War 3 uses MLAA = http://forums.godofwar.com/t5/God-of-War...866#M19074
since this is post processing, it'll never beat true ssaa, but it would be nice to implement for 2d games/emulators like snes, genesis, cps, etc. This probably beats the crap out of hq2x or supereagle, etc.
This method actually performs better than MSAA in some scenario's without absolutely killing performance like SSAA does. It also does not Corrupt samples and lead to blurring centers of small samples like Super Sampling does.

Super Sampling + Per Pixel lighting are GPU killers when used together.

AMD is adding support for MLAA in the 6800 drivers for use on games that can only have SSAA applied under normal circumstances, the downside is its a crappy Directcompute method.

Quote:This probably beats the crap out of hq2x or supereagle, etc.
No, these are Scale Filters, they multiply and filter, MLAA has no scale function.

http://img37.imageshack.us/img37/1736/ba...eld006.jpg
http://img37.imageshack.us/img37/4634/ba...06mlaa.jpg


Btw, i remember the MLAA method that was in dev at ngemu, but this GPU implementation cannot be compared to that or the intel demo, it is made to work properly on a GPU in Realtime. It performs comparably to Saboteurs Cell-SPE implementation while doing so in a Shader.
Looking at those screens, it appears it also works on Shadows as well which is something MSAA usually fails hard at.
I know it may be unrelated somewhat, but I noticed that 3x EFB scale works fine without slowdowns with the OpenGL plugin, but enabling the option with DX9 makes me lose about 10 FPS - 15 FPS. I also verified that the option is definitely working with OpenGL

So maybe the DX9 plugin might be at fault for poor performance with SSAA like with EFB scale.
anything other than fractional makes the super sampling look bad anyway
Lol, there's a bug with changing SSAA and EFB scale in the options.

If you switch to high efb scale and AA you will get massive slowdown. Play around with switching the EFB scale and SSAA back and forth will speed things up. I had 9x SSAA with 3x EFB scale at nearly full speed, actually I think it was full speed.. I'll take some screenshots. At most a 5 FPS - 10 FPS hit with high SSAA and EFB scale on my video card. So it seems I just discovered a bug, you can see that changing the settings is working while playing the game so this isn't a fluke, it's an actual bug. Seems the DX11 plugin also has a bug where the game will run slow until you open the graphics configuration window and then full speed.

This level is the most intensive in SMG2, at 9x SSAA and 3x EFB scale is running near full speed. At most I get a 5 FPS - 12 FPS hit. I don't think OpenGL suffers from this bug, only DX9.
that was explained to me on irc, the framebuffer isn't getting updated when switching SSAA modes until you change the EFB scale as well.

The slower behavior is the correct behavior.
Hmm, the EFB scale option doesn't cause slowdowns with OpenGL but it does with DX9 so I thought it may be a bug. Is a 460 GTX really that incapable of running a high EFB scale and SSAA, it slows down just as much as my 9800 GT did which doesn't make sense since it should be faster, even a little bit.
it *may* be a performance issue on DirectX itself.
Ah, Squall Leonhart...aren't you usually seen at the PCSX2-forums? Well, welcome to Dolphin, anyways Smile
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? ^^
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?
I always hated the ugly graphics without MSAA, but it IS a pain in performance's butt.
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