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Re: Antialias and render_target
[Re: txesmi]
#453828
08/16/15 19:26
08/16/15 19:26
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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I think it has something to do with MSAA in dx9 and I'm afraid it's not possible.
I don't know very much about it but enabling MSAA even bypasses external postprocessing by programs like sweetfx for example. (I'm using this one to add custom pp shaders to other games :3)
Supersampling works fine, as long as the user has a PC that's beefy enough for this task. Also, afaik MSAA is pretty much the same as SSAA - it just does some polygon edge detection and only supersamples these edges. That's why it doesn't smooth off alpha tested stuff (vegetation, for example) and also doesn't improve texture quality, aswell as aliasing caused by things like specular highlights, etc.
POTATO-MAN saves the day! - Random
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Re: Antialias and render_target
[Re: txesmi]
#453832
08/16/15 21:54
08/16/15 21:54
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Bavaria, Germany
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Well, in my opinion SSAA is always better than no SSAA Yeah, some people say it's blurry but I don't think so (maybe they're doing it wrong?). It improves texture quality a lot and if it needs to be sharper you can add some sharpening to the downsampling aswell as mess around with the sample offsets. If done right it can look sharper than the original image, especially the texture filtering I was talking about: no AA vs SSAAfull image no aafull image ssaa
Last edited by Kartoffel; 08/16/15 22:03.
POTATO-MAN saves the day! - Random
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Re: Antialias and render_target
[Re: txesmi]
#453888
08/18/15 07:51
08/18/15 07:51
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Well, I'm simply using multiple samples for the downsampling (like a small blur).
In addition to that I'm applying a bit of sharpening (in this case with a slightly bigger blur radius than the downsampling). Note that I'm doing it in the same shader. I'm usually not a fan of sharpen filters but it's a different story here since there is a high-res source image.
So.. this isn't really 'fast', but there's room for performance improvements. For example, using the same samples for the downsampling and sharpening would decrease the number of texture instructions a lot. Also, using point filtering and then applying a predefined weight to every pixel could be faster, too. (Not sure about that though)
Let me know if you need to know more.
And yeah, the pawns are a bit tall. I didn't make them, though ;P
POTATO-MAN saves the day! - Random
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