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#13 | |
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Registered User
Join Date: Dec 2004
Posts: 33
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Didn't the normal OGSSAA modes work in OpenGL before?
Edit: No, they didn't. But the combined modes did, like 32xS (If nhancer reports that correctly). |
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#14 | |
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Registered User
Join Date: Oct 2006
Posts: 44
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#15 | ||
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Teh lazy swede
Join Date: Mar 2008
Location: Svea
Posts: 1,978
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Quote:
Quote:
Am looking into the Bc2 thing, i want SSAA for this game, regular AA is close to noneffective and i hate the jaggies.
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#16 | |
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Teh lazy swede
Join Date: Mar 2008
Location: Svea
Posts: 1,978
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Quote:
Any other way to get SSAA in Bad company 2?
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#17 | |
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Registered User
Join Date: Aug 2002
Posts: 868
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Quote:
For instance set TSAA to x2 and the in-game AA to x2, and so on. |
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#18 | |
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Teh lazy swede
Join Date: Mar 2008
Location: Svea
Posts: 1,978
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But the comparison pics u posted doesn't have SSAA man, real 2x2 SSAA gives alot better quality on that fence than regular TSAA weather its multi or super. So it can't be SSAA dude.
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#19 | |
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Registered User
Join Date: Mar 2006
Posts: 532
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Quote:
The only big difference in MSAA and SSAA is that MSAA samples color information once per pixel and SSAA as many times as there are samples. Transparency super sampling just samples transparent polygons with super sampling, but if one marks everything as 'transparent' youve got a pure supersample rendering. This is most likely what is happenging current drivers and is the method that Amd is most likely using as well. I just hope that it could be enabled with every game and with variable amount of super samples per pixel. Meaning something like 16xAA with 2SSAA samples, 6MSAA samples and 8 CSAA samples. This would give nice flexibility to get best possible performance/image quality for games. CSAA samples with 'coming' TMAA for transparency, some MSAA to perfect the edges and little bit of SSAA to fix shaders and otherwise clean up the image. |
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#20 |
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Teh lazy swede
Join Date: Mar 2008
Location: Svea
Posts: 1,978
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So TSAA uses supersampling for the alpha textures unlike regular MSAA that only samples the edges using no supersampling (downsampling)
Edit: it irritates me that both regular SSAA and the 2 modes for TSAA uses the word "supersampling" as in super and multi sampled TSAA along with the SSAA supersampling. Gets comfusing.
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#21 | ||
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Registered User
Join Date: Mar 2006
Posts: 532
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Quote:
Super Sampling just means sampling something several times and taking average, actual sample locations can vary and so can subject what is being sampled. MSAA doesn't actually find edges or only sample the edges of polygons. It takes the Z-Samples everywhere, but it writes only one color sample for each pixel. (accurately said, it writes the same color to all subsamples which are within the polygon on that pixel.) As there is no variation within pixel, only place we can see it's effects is on edges. So basically MSAA is just a version of SSAA which writes one color to all subsamples. Quote:
Also Transparent multi sampled AA should be called TMAA or TMSAA.. ![]() |
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#22 |
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ASUS Lover!!!
Join Date: Aug 2004
Location: Essex Jct. Vermont
Posts: 1,046
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Jesus I have a fricken headache from reading this thread......
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#23 | |
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Registered User
Join Date: Aug 2002
Posts: 868
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Quote:
You can try this in any game and it works. Or better yet just enable it and run a benchmark and look at the performance hit. I use it in most of my games now and you can definitely tell that it's sampling the entire screen and there is a dramatic quality difference between using the in-game AA settings and this bug. The hit is much higher than just using TSAA. |
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#24 | ||
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Teh lazy swede
Join Date: Mar 2008
Location: Svea
Posts: 1,978
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Quote:
Quote:
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