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Will V have anti-aliasing?


JoyDivision
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JoyDivision

Let's face it, the GTA series could be dramatically graphically improved with a bit of AA. The problem is that Rockstar like their console versions to be very similar to each other but AA can be quite taxing on the system, and developers struggle to use antialiasing on the PS3. So I guess what I'm asking is can you see from screens and such whether V has AA or will it be a mess of jagged edges like in GTA IV? I personally would like a psuedo antialiasing technique like the edge blurring from LA Noire.

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Noob_Noobersson

Kinda dumb question....but my name says it all, what is anti-aliasing?

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I'm curious about this as well.

 

The lack of proper anti-aliasing in GTA 4 was a problem.

 

I guess it depends on if the consoles can handle it, which in turn depends on just how much Rockstar has optimised the Rage Engine.

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Kinda dumb question....but my name says it all, what is anti-aliasing?

Anti-aliasing is a process in which the computer colours in extra pixels that are a blend of their neighbour's colours in an effort to smooth out diagonal lines.

 

You can observe aliasing yourself by opening MSPaint and drawing a diagonal line with the line tool. You'll notice that the line isn't smooth because of the way it is formed by the pxels.

 

Aliasing is most noticeable on things like chain-link fences in video games in which there are lots of diagonal lines. The result is that aliased objects looked jagged and not smooth.

 

Anti-aliasing does a brilliant job of fixing this but admittedly can often by strenuous on the system.

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Kinda dumb question....but my name says it all, what is anti-aliasing?

Anti-aliasing is a process in which the computer colours in extra pixels that are a blend of their neighbour's colours in an effort to smooth out diagonal lines.

 

You can observe aliasing yourself by opening MSPaint and drawing a diagonal line with the line tool. You'll notice that the line isn't smooth because of the way it is formed by the pxels.

 

Aliasing is most noticeable on things like chain-link fences in video games in which there are lots of diagonal lines. The result is that aliased objects looked jagged and not smooth.

 

Anti-aliasing does a brilliant job of fixing this but admittedly can often by strenuous on the system.

Yep, and here an example:

 

user posted image

 

user posted image

 

 

GTA V obviously will have anti-aliasing.. look at the PC version of Max Payne 3. It's damn well optimized.

(of course if V won't be a port again, otherwise there is nothing to worry about)

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AA is a must have. I don't care about graphical quality, but I can only play a game if it has antialiasing.

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FXAA for the consoles, full AA for the PC

This.

 

@OP

 

all PS3 exclusives have anti-aliasing, third-party developers are just too lazy and they never use PS3's true power

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I really hope that the PS3 version of GTA V will have anti-aliasing

 

Othwerwise, i've got to buy an Xbox for a good GTA experience

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The__Phoenix

the priority for R* should not be this.Uncharted 3 is graphically the most amazing game of this generation, and you know what;

I prefer to play san andreas or rdr before this game.GTA is not about graphics.

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the priority for R* should not be this.Uncharted 3 is graphically the most amazing game of this generation, and you know what;

I prefer to play san andreas or rdr before this game.GTA is not about graphics.

That's a totally fair point.

 

It's just that a lot of people (myself included) find playing a game without AA to be grating on the eyes.

 

Usually when I play PC games, I use 2xAA and that is perfectly acceptable IMO. It smooths out most of the major jaggies.

 

If they could manage 2xAA in GTA 5, I would be perfectly happy with it. Just that little bit of AA can make all the difference.

 

I think GTA 4 used a blur filter effect to try and smooth out jaggies. I seriously doubt they'll do that again in GTA 5 (unless they want to get laughed at).

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Real anti-aliasing is difficult to achieve and very expensive with the deferred rendering setup that RAGE uses. There are other post-processing techniques though as listed above like edge bluring (e.g. SSAA), or the better looking FXAA series by Nvidia to get rid of those jagged edges.

 

And by the way, in many cases it's proven to be actually the other way round (more difficult to get rid of them on 360 than on PS3).

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TheGodDamnMaster
FXAA for the consoles, full AA for the PC

This.

 

@OP

 

all PS3 exclusives have anti-aliasing, third-party developers are just too lazy and they never use PS3's true power

Or perhaps it's because Sony made the mistake of creating a complex architecture that is more trouble than it's worth. Remember the difference between early multiplats this gen?

 

OT - The PS3 version of GTA IV and EFLC was awful, neither had any AA that I could notice, I had to turn down the Sharpness setting on my TV to make it less noticeable...

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Or perhaps it's because Sony made the mistake of creating a complex architecture that is more trouble than it's worth.

I believe this was a major problem.

 

Naughty Dog & Pandemic Studios seemed to be the only developers that actually figured it out.

 

This is from The Saboteur wikipedia page:

 

The PlayStation 3 version has been noted for its anti-aliasing technique on a console that has traditionally had difficulty with AA. Using one of the PS3's Synergistic Processing Units to perform after-image edge detection and blurring, under optimal conditions it manages equivalent to 16xAA.

 

16xAA is very impressive. It's just a shame it was so awkward to implement.

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theworldfamous

FYI, IV did have AA, at least on the 360 it does. The jaggies are from low res effects applied after the AA. They'll probably go with something like FXAA this time.

If the trailer is anything to go by.. there's still a fair amount of flickering going on in the background.

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16xAA is very impressive. It's just a shame it was so awkward to implement.

Although I'm sure you know that, it's not true 16xAA, they say it achieves results similar to it.

 

Again, in the case of GTA on RAGE, which makes use of deferred lighting, the disadvantage that it brings is that AA doesn't really work with it (NOTHING to do with consoles). When GTAIV came out, post-processing techniques (e.g. edge blur, FXAA) wasn't really as popular as today. That's why you also didn't see any AA implemented on the PC version.

 

More on the topic here, which lists GTAIV and other titles: http://en.wikipedia.org/wiki/Deferred_shading

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Although I'm sure you know that, it's not true 16xAA, they say it achieves results similar to it.

Actually it says under optimal conditions it reaches the equivalent of 16xAA.

 

But yeah your probs right.

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Depends if Rockstar North paid a blind bit of notice to the other Rockstar Studios. Vancouber, Toronto, New England and London have managed to get AA on every platform for Max Payne 3, no crappy blur filters, but actual AA, MLAA applied to PS3 version, FXAA Altered applied to Xbox 360 and MSAA/FXAA, given choice, on the PC version.

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@Ash_735

I believe, like edge blurring, those techniques listed above are all image post-processing effects (although much more superior and achieves effects much akin to real AA). As the majority of the engine development goes down at RAGE, I'm fairly certain we'll see it in V smile.gif.

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TheGodDamnMaster

All I know is that I'm not buying the PS3 version after my experience from all of R*'s games this gen (save more MP3) on the system. If the PC version doesn't launch until later, I'll be buying the 360 version regardless.

 

 

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All I know is that I'm not buying the PS3 version after my experience from all of R*'s games this gen (save more MP3) on the system. If the PC version doesn't launch until later, I'll be buying the 360 version regardless.

But the PS3 version has done well this time, then again, Rockstar Studios is different to Rockstar North, Rockstar North are probably using the old outdated engine for the PS3 and PC, GTA V to be an Xbox 360 port then? tounge.gif

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TheGodDamnMaster
All I know is that I'm not buying the PS3 version after my experience from all of R*'s games this gen (save more MP3) on the system. If the PC version doesn't launch until later, I'll be buying the 360 version regardless.

But the PS3 version has done well this time, then again, Rockstar Studios is different to Rockstar North, Rockstar North are probably using the old outdated engine for the PS3 and PC, GTA V to be an Xbox 360 port then? tounge.gif

Max Payne 3 was their most polished PS3 game to date, but you have to consider it's a linear game and not that demanding graphics-wise. And yeas, North will probably use an updated version of the IV engine.

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JoyDivision
Depends if Rockstar North paid a blind bit of notice to the other Rockstar Studios. Vancouber, Toronto, New England and London have managed to get AA on every platform for Max Payne 3, no crappy blur filters, but actual AA, MLAA applied to PS3 version, FXAA Altered applied to Xbox 360 and MSAA/FXAA, given choice, on the PC version.

this. i was just playing RDR and hoped to god vancouver butts in on the development of this one. i never took this studio properly (being less experienced, not making GTAs and not being rockstar north) but they've definitely proved themselves now. i hope all the studios are working on V, then we can expect AA akin to MP3's console versions.

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gamerzworld
Depends if Rockstar North paid a blind bit of notice to the other Rockstar Studios. Vancouber, Toronto, New England and London have managed to get AA on every platform for Max Payne 3, no crappy blur filters, but actual AA, MLAA applied to PS3 version, FXAA Altered applied to Xbox 360 and MSAA/FXAA, given choice, on the PC version.

Most of the RAGE engine improvements are done by the dedicated RAGE Technology Group at San Diego.

 

 

But the PS3 version has done well this time, then again, Rockstar Studios is different to Rockstar North, Rockstar North are probably using the old outdated engine for the PS3 and PC, GTA V to be an Xbox 360 port then?

Rockstar North isn't separate from "Rockstar Studios". The Rockstar Studios moniker was used for MP3 because studios other than Vancouver did an equal number of work and wasn't fair to call it just a Vancouver game. Every studio helps each other out and it has always been that way. It's funny you think GTAV running on an old GTAIV engine and that will affect the PS3 version quality. Max Payne 3 used the GTAIV code base as a foundation and implemented improvements from GTAV and the base RAGE code. Same thing has probably happened with GTAV, it's using the GTAIV code base but has improvements from Max Payne 3 and the base RAGE engine code.

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Depends if Rockstar North paid a blind bit of notice to the other Rockstar Studios. Vancouber, Toronto, New England and London have managed to get AA on every platform for Max Payne 3, no crappy blur filters, but actual AA, MLAA applied to PS3 version, FXAA Altered applied to Xbox 360 and MSAA/FXAA, given choice, on the PC version.

Most of the RAGE engine improvements are done by the dedicated RAGE Technology Group at San Diego.

 

 

But the PS3 version has done well this time, then again, Rockstar Studios is different to Rockstar North, Rockstar North are probably using the old outdated engine for the PS3 and PC, GTA V to be an Xbox 360 port then?

Rockstar North isn't separate from "Rockstar Studios". The Rockstar Studios moniker was used for MP3 because studios other than Vancouver did an equal number of work and wasn't fair to call it just a Vancouver game. Every studio helps each other out and it has always been that way. It's funny you think GTAV running on an old GTAIV engine and that will affect the PS3 version quality. Max Payne 3 used the GTAIV code base as a foundation and implemented improvements from GTAV and the base RAGE code. Same thing has probably happened with GTAV, it's using the GTAIV code base but has improvements from Max Payne 3 and the base RAGE engine code.

Yeah I gathered that, but with Max Payne 3, each Studio was given a task of focusing on one platform to get the best out of it, that resulted in Max Payne 3 performing damn well, graphics wise, on all platforms. Where as in the past, when only One Studio is credited, the game gets designed for the Xbox 360 and a rush port is done for the others, such as RDR (PS3 was a port of Xbox 360 version) and GTA IV (PS3 Version was an Xbox 360 port and yeah we all know how the PC version handles).

 

Just hope this little experiment from Max Payne 3 actually does some good and forces Rockstar North to take the advantages, would hate to see GTA V be Xbox 360 focused and the PS3 get a crappy port and hell, even more upset to see the PC version go backwards to port status.

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All I know is that I'm not buying the PS3 version after my experience from all of R*'s games this gen (save more MP3) on the system. If the PC version doesn't launch until later, I'll be buying the 360 version regardless.

Have fun switching between 3-5 disks in your first playthrough then, GTA IV is the only game by R* that ran crappy on PS3 because they weren't expiernced with R.A.G.E back then, sorry man but it's was already proven that RDR/MP3/LA.Noire all looked and ran better on PS3 (rdr looked f*cking cartoony on 360, i don't know why though)

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All I know is that I'm not buying the PS3 version after my experience from all of R*'s games this gen (save more MP3) on the system. If the PC version doesn't launch until later, I'll be buying the 360 version regardless.

Have fun switching between 3-5 disks in your first playthrough then, GTA IV is the only game by R* that ran crappy on PS3 because they weren't expiernced with R.A.G.E back then, sorry man but it's was already proven that RDR/MP3/LA.Noire all looked and ran better on PS3 (rdr looked f*cking cartoony on 360, i don't know why though)

How can one simply have not experience with it's own engine? They had experience and masters of engine at their thumb. They just didn't have optimized engine.

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