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im gonna have 2 back myself up more how bout this from gamedev.net msaa hdr problems I'm using 16x8 coverage multisampling (tried regular as well, with same results) in an OpenGL program, with 16 bit floating point textures and FBOs. The AA looks fine for edges that do not form very high contrast against their background. But if, for example, the edge is reflecting an bright area from the HDR environment map, and is against a background that is not very bright itself, the AA looks quite poor, almost as if there wasn't any. I'm guessing this has to do with the fact that tone mapping is done after the multisampling, but obviously that cannot be the other way around, unless I'm missing something... So, what's the best way to improve quality? |
Gran Turismo 5 is not x4 AA • Page 2
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DanTordaan 26 posts
Seen 11 years ago
Registered 12 years ago -
DanTordaan 26 posts
Seen 11 years ago
Registered 12 years agoA common problem. Even some offline renderers have this problem. Actually, multisampling aftertonemapping is mathematically incorrect too (since the post-tonemap samples aren't linear anymore). But compared to the jaggies, it's usually more pleasing visually.I have recently done some experimentation with a special adaptive tonemapper, that takes edge contrast into account. The idea is to detect steep interpolation gradients (as they are created by multisampling a HDR surface with high contrast) and decrease exposure along these edges. It works quite well, but I still get some annoying sparkling artifacts, probably due to lacking precision at the differencing pass.Doing this isn't even that far fetched, since the human visual system does something similar in the real world. -
DanTordaan 26 posts
Seen 11 years ago
Registered 12 years agoi know the circumstances are different but this is what we re dealing with in gt5p
examples from my good friends at gamedev.net -
DanTordaan 26 posts
Seen 11 years ago
Registered 12 years agomore info
[edit]DisadvantagesAliasing and other artifacts are still visible inside rendered polygons. Multi-pass rendering techniques may suffer when interacting with edges. Since stencil values are still per-pixel according to the specification, some strange interactions can occur at the edges of polygons when using techniques such as shadow volumes. -
Dirtbox 92,595 posts
Seen 18 hours ago
Registered 19 years ago -
DanTordaan 26 posts
Seen 11 years ago
Registered 12 years agonah man go away and come back with some non bias tech knowledge -
Dirtbox 92,595 posts
Seen 18 hours ago
Registered 19 years ago -
DanTordaan wrote:
ROFLcakes?
non bias tech knowledge -
Carlo wrote:
;P
God, if only it had good AA, then it'd be perfect
I find the aliasing in inFamous to be very distracting on my 42" screen, I just don't expect to see dodgyness like that on games these days. -
DanTordaan 26 posts
Seen 11 years ago
Registered 12 years agoyou guys must be mad if u think gt5 looks crap
thats true about infamous it has 0 AA -
XENOph0bic 23 posts
Seen 12 years ago
Registered 12 years agoA with with all graphics there are always a trade-off, the reason I want to talk about GT5 is because its the closest to "real" out there. The developers are saying that the next gen will only start in 5 years, if a new tech was found to do full screen AA, it will be the start of this generation graphic quality leap. -
DanTordaan 26 posts
Seen 11 years ago
Registered 12 years agoyou are right mi g they just need a new anti aliasing method
if only they could find an AA method which works like defdered rendering eg you can have as many light sources as you want at no extra hardware cost -
napoleon_ist 6 posts
Seen 11 years ago
Registered 13 years agoXENOph0bic wrote:
After reading the article on GT5 I cannot believe this game runs at x 4 AA. I play it on 720p, in car view and the jaggies in the distance are nasty, try the Daytona course and check out the flood lights. The replays are much better because I think it uses 4x but drops the frame rate to 30fps. If PD nail a better AA solution for the final product this game will look fantastic.
you're wrong noob !!
gran turismo 5 prologue is 4xAA in 720p (nobody spoke about GT5 which will be released in march 2010), yes in both gameplay (60fps) and replay (30fps).
gt5 prologue is 2xAA only in 1080p mode (rendered in 1080x1080 with an horizontal upscale stretching from 1080 to 1920 lines) FYI forza 3 remains rendered in 1280x720 in 1080p mode (it uses upscale to strech the picture to 1920x1080 from 720p). -
That's nice, dear.
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