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Finally REAL FSAA for GTA IV

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Merlena
  • Merlena

    Jill Merlena Lam

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  • Joined: 09 May 2010

#31

Posted 21 April 2012 - 02:04 AM

To the OP.

FSAA (Full screen anti aliasing) is not the same as FXAA (Deferred shading.

FXAA >

(1.) SCALES - Full performance and quality scaling from the low to the high end. Use the same code on console and PC and it just works. Can adaptively adjust FXAA cost at run-time for adaptive frame-rate control.

(2.) QUALITY
- High-end quality of II is a tiny better than FXAA I, low-end quality is remarkably better.

(3.) BETTER
FXAA + MSAA (Multi-sampling anti aliasing) - Attempting to provide better quality when mixing with MSAA or another AA method. For example 2xMSAA for better sub pixel features + FXAA for better edge gradients.

FSAA >

(1.) SCALES - FSAA (Full screen anti aliasing) === SSAA (Super sampling anti aliasing). Full-scene anti-aliasing by (super sampling) means that each full frame is rendered at double (2x) or quadruple (4x) of the original display resolution, and then down-sampled to match the display resolution, providing a clean image. However, even though FSAA is the exact "pattern" of AA as SSAA; FSAA would render 4 super sampled pixels for each single pixel of each frame. Rendering at larger resolutions will produce better results; however, super sampling is resource hog.

So 8x SSAA at 1920x1680 would result in up/down scale mess... Like this 1920x1080 (desired) + 8x FSAA/SSAA be close to 5400x3375. No wonder bad hardware runs FSAA like crap?

(2.) QUALITY - The quality of FSAA/SSAA is usually stronger, and provide a better rendered image, but this depends on the game engine itself. It may either look great, or absolutely horrible.

(3.) BETTER - FXAA is the new AA from nVidia and is here to stay, it makes especially GTA IV better since it adaptively adjusts the anti aliasing cost at the run-time of the adaptive frame-rate controller.

Want something which handles sub-pixel aliasing better than MSAA, something which didn't require compute, something which runs on DX9 level hardware, and something which runs in a single full-screen pixel shader pass. Basically the simplest and easiest thing to integrate and use than FXAA.

Not sure how FXAA runs on ATI cards though.

If you got the new 6xx series you're in luck smile.gif As my 680 GTXs kicks this game around if wanted.

Also below you'll see which games who uses deferred lightning and shaders in their games; two of them are Grand Theft Auto IV and Red Dead Redemption. (Same engine, or practically the same game in tech terms.) So.. "Hello Rockstar Games! Why didn't you mention FXAA in 2010!?"

Resource: http://en.wikipedia....eferred_shading
nVidia whitepaper on the Wiki page, and Wiki.

Nisei
  • Nisei

    Player Hater

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#32

Posted 21 April 2012 - 10:51 PM

While it does make it look a lot better, it's still not great. Especially things in the distance are still flickering and don't seem to get filtered at all.




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