06-09-2013, 04:07 AM
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06-09-2013, 04:51 AM
Pardon my french but WTF are you talking about?
Your sentence makes no sense as it is. You need to describe what it is that you want to be added in more detail.
Your sentence makes no sense as it is. You need to describe what it is that you want to be added in more detail.
06-09-2013, 07:05 AM
(06-09-2013, 04:51 AM)NaturalViolence Wrote: [ -> ]Pardon my french but WTF are you talking about?
How do you know he's french?
I guess he just wants minimum AA to be reduced to x2 instead of x4
06-09-2013, 08:01 AM
Sounds like the OP is referring to SSAA rather than MSAA, since MSAA can already be set to 2x. I guess the OP wants 2x SSAA with edge detection anti-aliasing.
06-09-2013, 09:29 AM
But isn't it not SSAA if you only Super Sample the pixels with edges in? I though that's what MSAA was. In fact, I wouldn't mind an exact NaturalViolence definition of MSAA just to be doubly sure, even if I am right.
06-09-2013, 10:06 AM
Quote:Edge Anti-aliasingPCSX2 ?
Quote:Intel HD 4000Your GPU is too weak to handle Anti-aliasing(AA) in Dolphin . As for 2x AA , use Direct3D11 or OpenGL backend - then choose 2xMSAA
You should give up on AA and use Internal Resolution instead
http://forums.dolphin-emu.org/Thread-gpu-using-higher-internal-resolutions-ir
06-09-2013, 11:04 AM
06-09-2013, 12:20 PM
Yes. And I've never heard the word "edge" used to describe them. I don't use PCSX2 so maybe they have an option called that. If so I don't know what it does since that's literally the most undescriptive name I've ever seen for an AA technique.
Until he clarifies I have no idea if he's referring to FXAA, edge detect MSAA, SSAA, edge detect SSAA, or what.
SSAA doesn't have to be fullscene. So no. SSAA does have to run the pixel shaders once per sample. That's mainly what separates it from other AA techniques.
"NaturalViolence exact definition of MSAA" = "undisclosed google/wikipedia source's exact definition of MSAA"
First off MSAA is a hardware/driver based AA technique. It is not implemented as a pixel shader, you just call the function from whatever API you're using. However there are some restrictions that I'm not going to bother mentioning now that make it harder to implement in some scenarios than it might seem. MSAA takes multiple depth/stencil samples per pixel. It then performs a depth test to determine coverage and takes multiple texture/color samples if an edge is present in the pixel. The color samples for each pixel are then blended together to compute a final color value. It's important to note that the blending occurs BEFORE the pixel shaders run. That's the important part. SSAA doesn't do the blending until after the pixel shaders are done. Which means every sample gets shaded, whereas in MSAA the fragments (which are each the result of one or more blended samples) are shaded. With SSAA the pixel shaders have a lot more data to process which is why it's so much slower.
Regardless of how it works after the blending is done you end up with an average color value for each pixel to use during the pixel shading. Texture aliasing, alpha texture edge aliasing, shadow aliasing, shader aliasing, subpixel aliasing, temporal aliasing, etc. are not fixed. However the most obvious and prevalent form of aliasing is fixed, geometry aliasing.
Until he clarifies I have no idea if he's referring to FXAA, edge detect MSAA, SSAA, edge detect SSAA, or what.
AnyOldName3 Wrote:But isn't it not SSAA if you only Super Sample the pixels with edges in?
SSAA doesn't have to be fullscene. So no. SSAA does have to run the pixel shaders once per sample. That's mainly what separates it from other AA techniques.
AnyOldName3 Wrote:I though that's what MSAA was. In fact, I wouldn't mind an exact NaturalViolence definition of MSAA just to be doubly sure, even if I am right.
"NaturalViolence exact definition of MSAA" = "undisclosed google/wikipedia source's exact definition of MSAA"

First off MSAA is a hardware/driver based AA technique. It is not implemented as a pixel shader, you just call the function from whatever API you're using. However there are some restrictions that I'm not going to bother mentioning now that make it harder to implement in some scenarios than it might seem. MSAA takes multiple depth/stencil samples per pixel. It then performs a depth test to determine coverage and takes multiple texture/color samples if an edge is present in the pixel. The color samples for each pixel are then blended together to compute a final color value. It's important to note that the blending occurs BEFORE the pixel shaders run. That's the important part. SSAA doesn't do the blending until after the pixel shaders are done. Which means every sample gets shaded, whereas in MSAA the fragments (which are each the result of one or more blended samples) are shaded. With SSAA the pixel shaders have a lot more data to process which is why it's so much slower.
Regardless of how it works after the blending is done you end up with an average color value for each pixel to use during the pixel shading. Texture aliasing, alpha texture edge aliasing, shadow aliasing, shader aliasing, subpixel aliasing, temporal aliasing, etc. are not fixed. However the most obvious and prevalent form of aliasing is fixed, geometry aliasing.
06-09-2013, 12:21 PM
06-09-2013, 09:18 PM
You can use SweetFx to inject SMAA into Dolphin(though it doesn't work with OpenGL backend AFAIK).
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