09-24-2013, 10:39 AM
Will it ever be an option? I know it would be a lot of work (especially at this stage), but I think it would be a good idea.
I'm talking about in OpenGL of course.
I'm talking about in OpenGL of course.
(09-25-2013, 10:53 AM)degasus Wrote: [ -> ]So it's just another configuration for the common multisampling. Shouldn't be much work, but imo useless. It may looks different, but it wouldn't look that much better.OH man you don't even know. SG/RG SSAA is AMAZING.
If we want to get better AA support, we should start at other places like better resolving or to screen blit. This would be a much bigger improvment than lots of different MSAA settings.
BONKERS Wrote:It resolves pretty much 99% of all in most games. (Specular, temporal, shader. Though there are some exceptions. In some games it can only get about 90% of aliasing rather than 99$. Such as Dead Island)
BONKERS Wrote:SGSSAA's ability to handle temporal aliasing is particularly amazing (Which is aliasing in motion such as pixel crawl and shimmering,Moire,etc)
BONKERS Wrote:And it's really hard to show the real difference outside of a video
(09-25-2013, 03:19 PM)NaturalViolence Wrote: [ -> ]There is no "official" definition for many of these items.BONKERS Wrote:It resolves pretty much 99% of all in most games. (Specular, temporal, shader. Though there are some exceptions. In some games it can only get about 90% of aliasing rather than 99$. Such as Dead Island)
How exactly are you measuring the amount of aliasing? As far as I know there is no known way so you have to be pulling these numbers out of thin air. And are you referring to total aliasing or just visible aliasing?
Specular aliasing is a form of shader aliasing and temporal aliasing simply refers to motion judder. Which SSAA has absolutely no effect on. Only adding motion blur and/or increasing the framerate can reduce temporal aliasing.
In addition to that OGSSAA and RGSSAA effect the exact same forms of aliasing as SGSSAA. The only difference is the sampling pattern. They have no inherent disadvantage against SGSSAA in this area. The main reason SGSSAA is so popular is because you can easily get it working on so many games. OGSSAA (nvidia) and RGSSAA (AMD) by comparison work on a much smaller number of games. The quality difference between them though is negligible and depends more on the game engines design than the AA algorithm itself.
BONKERS Wrote:SGSSAA's ability to handle temporal aliasing is particularly amazing (Which is aliasing in motion such as pixel crawl and shimmering,Moire,etc)
That's not temporal aliasing. "Pixel crawl" is caused by geometric aliasing and "texture shimmering/moire" is caused by texture aliasing.
BONKERS Wrote:And it's really hard to show the real difference outside of a video
No it's not. Many threads are loaded with screenshots that show the differences very clearly. The effect on shader aliasing is particularly noticeable even in static form.
You should probably do more research before trying to explain to a dev the importance of a field of algorithms as complicated as SSAA.
Quote: Temporal coherence describes thehttp://www.cg.tuwien.ac.at/research/publ...ements.mov Here's a video from
correlation or predictable relationship between signals observed at
different moments in time.
(09-25-2013, 10:53 AM)degasus Wrote: [ -> ]So it's just another configuration for the common multisampling. Shouldn't be much work, but imo useless. It may looks different, but it wouldn't look that much better.Actually, the OpenGL anti-aliasing is pretty good for edges, but SGSSAA just looks better. The DX11 AA isn't as good as current OpenGL AA, but SGSSAA as an option in OpenGL would be even better.
If we want to get better AA support, we should start at other places like better resolving or to screen blit. This would be a much bigger improvment than lots of different MSAA settings.