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fivefeet8
10-06-05, 12:46 AM
Nvidia cards have been able to do FP16 F/B with AA in Shadermark 2.1. Might be because it's a bit less intensive then a real game though.

pava
02-11-06, 12:46 PM
the way nvidia explain it, you first render the scene to the backbuffer, hence AA is applied, and then use the backbuffer to derive post processing effects.

http://download.nvidia.com/developer/presentations/2005/GDC/Direct3D_Day/D3DTutorial06_Effects.pdf

i think this is nvidia's answer to hdr+aa which has been around for a while.
now the trick is to make game developers do it like that.
i wonder if nvidia can implement 1010102 and 3dc support via a driver release.

Richteralan
02-11-06, 02:08 PM
For ALL AA rendered in HDR,
the AA is emulated by pixel shaders.

So that's why ATI's AA+HDR has some serious limitation(reads, 4xAA is the highest possibility)

Richteralan
02-11-06, 02:09 PM
the way nvidia explain it, you first render the scene to the backbuffer, hence AA is applied, and then use the backbuffer to derive post processing effects.

http://download.nvidia.com/developer/presentations/2005/GDC/Direct3D_Day/D3DTutorial06_Effects.pdf

i think this is nvidia's answer to hdr+aa which has been around for a while.
now the trick is to make game developers do it like that.
i wonder if nvidia can implement 1010102 and 3dc support via a driver release.

This can be done with some effort though. Both NVIDIA's side and game developers' side.

The ATI's new ring-bus memory controller contributed something, if not nothing, to the HDR+AA possibility.