10-03-2013, 04:50 PM
Maybe is "AA enthusiasts" were implementing stuff instead of masturbating on 3 forum threads (or more, over several years in NatVi's case) they would actually be useful for once.
delroth Wrote:Maybe is "AA enthusiasts" were implementing stuff instead of masturbating on 3 forum threads (or more, over several years in NatVi's case) they would actually be useful for once.
Gabbyjay Wrote:1) Is this technically possible for DX11 and OGL (in case of the 9x-mode)?
2) Would be possible to combine it with MSAA and thus SGSSAA?
Gabbyjay Wrote:When you say Dolphin's internal SSAA's downfilter has better image quality, what are you comparing it to?
Gabbyjay Wrote:Yet, the filter is the same as in SSAA forced in the driver, no fancy extras here.
Gabbyjay Wrote:Then it should also provide the same IQ results as downsampling via custom resolution created in the driver (see below) gives at the same sample amount.
Gabbyjay Wrote:And that point is 4xinternal resolution?
Gabbyjay Wrote:How should downsampling done by creating custom resolutions in the driver create blur on the textures?
Cause that was the SSAA method i used here, as i described several times now!
Gabbyjay Wrote:Downsampling via custom resolutions NEVER creates such problems, thus it always works (long as your monitor supports it), even on games where normal SSAA would create blur.
Gabbyjay Wrote:Cause it happens after all this rendering stuff happens, the monitor does the downscaling.
(10-07-2013, 06:33 AM)NaturalViolence Wrote: [ -> ]Two non-programmers are debating the effects of different options on image quality and you feel the need to come into the thread and basically tell them to stop being such horrible people and go become developers?

Quote:4x IR shot look extremely blurry? Something is wrong here.
Quote:Yes and yes. As a general rule of thumb if MSAA is possible to implement SSAA is also possible to implement.
Quote:When you say Dolphin's internal SSAA's downfilter has better image quality, what are you comparing it to?
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MSAA and an equivalent IR. Mainly the latter.
Quote:For some reason dolphins SSAA is only really effective when the IR matches your screen resolution.
Quote:Nvidias OGSSAA doesn't seem to have that problem. There is clearly a difference in implementation somewhere.
Quote:And whose to say that nvidias desktop scaling feature uses the same scaling filter as OGSSAA?
Gabbyjay Wrote:Calling that method SSAA is extremely confusing. Call it downscaling so we can seperate this process from conventional SSAA implementations. The filter can cause blurring the same way any other form of SSAA causes it, by combining samples.
Quote:It should create as least some blur if the internal resolution is not a perfect integer multiple (2x2, 3x3, 4x4) of the output resolution.
Quote:Assuming you're doing it the same way as everyone else this is not true. The downscaling is done by the drivers not the monitor. The signal provided to the monitor remains the same resolution.
Gabbyjay Wrote:I think i can answer that.
Please note that i might not be correct, thogh. I would like to find out myself what is actually happening.
I think it happens because the internal resolution (2560x2112) is lower then the display's resolution.
The image gets upscaled to 3840x2160 after that.
Raising the IR to that same resolution makes this effect disappear, as no more upscaling happens and the individual pixels are smaller.
Be aware that the images i provided only provide a cut of the screenshot (as the actual screenshots were about 35 MB large).
It is only the most distant objects where this effect is most visible, it's not that visible on objects closer to the player.
Gabbyjay Wrote:I meant if you could use em at the same time, like the good old nVidia hybrid modes?
Gabbyjay Wrote:Can you explain a lil further? Cause i still don't get it. I made so many comparisons now and i get the best results with SGSSAA.
Gabbyjay Wrote:If i am correct, what Dolphin's SSAA solution does is raising the IR by the applied factor (4x or 9x) and then uses a box-filter do downscale the image to the target resolution.
Gabbyjay Wrote:If this is, as you said earlier, the same filter nVidia's OGSSAA uses and you compare the 4x-mode, for example, with 4xMSAA, quality should be worse (on edges, compared to MSAA in this example).
Gabbyjay Wrote:That could be because the downsampling filter is only effective at multiples like 1.5x, 2x, 4x and the like.
This is the same with downsampling done as i described, that's why only factors like these are recommended.
An uneven number produces aliasing.
Gabbyjay Wrote:Maybe this is also the reason why you said, if you raise the IR too high, it will produce aliasing.
I thought about this a lot but i could not find a reason why this should be true.
Perhaps it only applies to uneven numbers.
Gabbyjay Wrote:In general it will never get to the point where it could even encounter the problem, as in a PC-game, you usually don't render to an internal resolution specified by the user, which differ's from the (display's) target resolution.
Gabbyjay Wrote:Or do you mean forcing nVidia's OGSSAA onto Dolphin using the famous 0x00008000 bit?
Gabbyjay Wrote:Cant say much about that, as it does not work in my revision (Dolphin 4.0) and my card (geforce Titan).
Gabbyjay Wrote:As far as I know, it does. The sample pattern is exactly the same for both. Also, all my experience and comparison for this backs it up, what I did quite a lot.
Gabbyjay Wrote:But i think what you compared was Dolphin's internal SSAA vs an IR at the same end result (like, 2x native vs 1xnative + 4xSSAA)?
Gabbyjay Wrote:Otherwise, how could you tell if downsampling done by a custom resolution provides worse results?
Have you tried it?
Gabbyjay Wrote:Because both is the same subform of SSAA: OGSSAA.
Gabbyjay Wrote:Uneven numbers nevertheless have their advantages, sometimes you just want a larger FOV.
Gabbyjay Wrote:Yes, uneven multiples create aliasing (shimmer), as described above.
Only even numbers are advised in this regard.
Gabbyjay Wrote:But not the number of actual pixels, as you can also see in the screenshot.
Gabbyjay Wrote:I mean i surely can be wrong about this, as i have not given it much thought where it actually happens, but why should it work only on certain monitors, and only to a certain amount, if the monitor had nothing to do with it?
Gabbyjay Wrote:If the signal was the same and the downscaling happens only on the GPU, you could easily raise the resolution to 16x or whatever.
Gabbyjay Wrote:But there's always a certain limit depending on the individual monitor. You gotta try yourself finding the limit of what the monitor is capable of, sometimes by changing the number of actual pixels, sometimes you even have to lower the refresh rate.
Gabbyjay Wrote:On some monitors, it does not work at all!
Gabbyjay Wrote:Also, in nVidia's drivers, you have to select the "perform scaling on display"-option:
http://imgur.com/JTtNASg
Gabbyjay Wrote:But OK, perhaps I am wrong, it is only of minor importance here. The point is, the downscaling happens AFTER all rendering is done and after all post processing effects. That is why it works in every game and why it also improves the quality of post processing effects injected by programs such as SweetFX!
Try it, you can easily see the difference.
It works even in those games where driver OGSSAA or SGSSAA won't work or causes errors, artifacts, blur and the like.
Gabbyjay Wrote:Edit: Well, thinking about this, i agree that the scaling is performed in the driver.
Gabbyjay Wrote:But as i said, only of minor importance, my point is that it happens after all post processing effects are applied.
It will not cause blur (unless you count the Anti-Aliasing itself as blur, of course).
(10-07-2013, 09:17 AM)NaturalViolence Wrote: [ -> ]Between me and shonumi over in your other thread I don't know how you find the time to test this stuff.

Quote:This sounds logical. So you're using a high IR, SGSSAA, and downscaling all at the same time. Why would you do that
Quote:This completely invalidates the comparison until you remove the second layer of downscaling.
Quote:It could be done. It would probably require some pretty unclean code though since you would have to make them two separate options.
Quote:Nvidia SGSSAA > Nvidia OGSSAA > Dolphins SSAA > High IR > MSAA
Quote:No idea where Nvidia downscaling would fit in.
Quote:Pretty much. 4x SSAA is equivalent to doubling the IR and 9x SSAA is equivalent to tripling it. On top of that they each have a different scaling filter.
Gabbyjay Wrote:I don't think I said that. In fact I'm pretty sure I stated the exact opposite. The resolve filters are likely different.
Quote:No. A linear scaling algorithm is not ideal for AA. It's as simple as that.
Quote:My point is that nvidias OGSSAA works effectively at any IR while dolphins OGSSAA doesn't.
Quote:Yes. Apparently that wasn't clear. I will never refer to your downscaling method as SSAA because that would be confusing as all hell.

Quote:This shouldn't effect FoV.
Quote:It's also the reason why blurring can occur. Which is what I was talking about.
Quote:Gah. After I write all of that.
Quote:That logic doesn't make any sense. All SSAA resolve implementations are post processing. So please explain how there are so many that clearly cause blurring.