Dolphin, the GameCube and Wii emulator - Forums

Full Version: SMAA and FXAA antialiasing
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2
Could you please add SMAA and FXAA to Dolphin? These AA methods are very low cost and still give a better picture.
Just use an injector. I'm pretty sure dolphins current post-processing shader implementations is not sufficient for making such a shader work natively.

Here's a 64 bit sweetfx build that supports SMAA: http://forums.guru3d.com/showpost.php?p=4581604&postcount=528
Sadly, sweetfx crashes on my laptop, but it works great on my desktop. (which I won't have access to for about a year since I'm going away) Funny because I use Tridef 3d no problem with anaglyph glasses and it works smoothly on HL2, even without power3d which I believe uses shaders to work (although I believe they intended it to work with Intel gpus)
Quote: I'm pretty sure dolphins current post-processing shader implementations
is not sufficient for making such a shader work natively.
.........................

This has been implemented in newest Dolphin git.
Please proceed to eat your words. Dodgy
For anyone interested, the commit mudlord is referring to is 4.0-273 (hash: cfa709a1c544df831a73dcaeec5c49072e9bf6e9), so use that if you want to check it out.

Kudos mudlord, nice to see it added to Dolphin. I dunno crap about different AA methods, but could SMAA also be implemented as a post-processing shader, or is that one a big no?
mudlord Wrote:This has been implemented in newest Dolphin git.
Please proceed to eat your words.

Well that's what neobrain told me when I asked him about it a few months ago. *Shrugs*. Then he went on about how great lua is Tongue.

Shonumi Wrote:I dunno crap about different AA methods, but could SMAA also be implemented as a post-processing shader, or is that one a big no?

SMAA is just a set of fairly minor modifications made to the FXAA shader. So if FXAA can be implemented so can SMAA.
(10-28-2013, 01:04 PM)Shonumi Wrote: [ -> ]I dunno crap about different AA methods, but could SMAA also be implemented as a post-processing shader, or is that one a big no?
SMAA would involve a rewrite of postprocessing code. SMAA uses multiple passes and requires certain external textures being used as lookup tables.
Isn't FXAA normally multi-pass too?
If the shader is written properly like the implementation in Dolphin now, no.
FXAA blurs the textures making them less sharp, FXAA Bad for textures, Good for Polygons... best to stick with MSAA .
Pages: 1 2