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#1 | |
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Registered User
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#2 | |
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Gave a quick read through yesterday. Very nice read. AA quality better than 2x and close to 4x (sometimes better sometimes not). Looks to be superior to MLAA implementations too. Check out Tim's Lottes blog for more in depth info.
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#3 |
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Join Date: Apr 2009
Location: EU
Posts: 1,041
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Looks cool, really cool, although I didn't quite catch, if it's necessary to code this into the game itself or if it will also be a feature in the CP.
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#4 | |
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I believe the developer has to implement this into the game.
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#5 |
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SUC SUDO
Join Date: Oct 2006
Location: NY, Staten Island
Posts: 2,209
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Yeah they said the developer has to impliment it, but hey nvidia made the PC gaming proud again! Well done!!
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#6 | |
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Registered User
Join Date: Jan 2006
Posts: 6,726
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Yea that's the biggest catch. It's better than MLAA performanise wise because it's tied directly into the game. MLAA is still a good option for anything that doesn't use FXAA. It would be nice still for nvidia to be able to use MLAA, but that wouldn't make a lot of marketing sense because then there would be less incentive to use FXAA.
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#7 | ||
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Registered User
Join Date: Aug 2005
Posts: 51
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I don't think so:
Quote:
http://forums.nvidia.com/index.php?s...post&p=1248230 Description of FXAA from Control Panel -- from JackFuste: Quote:
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#8 |
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Join Date: Apr 2009
Location: EU
Posts: 1,041
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That's awesome, if it really is going to be available globally. Can't wait for a proper release.
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#9 | |
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Registered User
Join Date: Oct 2005
Location: London,Canada
Posts: 1,445
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Quote:
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#10 |
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Join Date: Sep 2004
Location: Australia, Sydney
Posts: 9,405
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Good read.
One can only hope this new method is implemented on the next gen consoles, that way all games will have it implemented. Otherwise only way to see this is for NVidia to pay dev's to use it. |
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#11 |
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Join Date: Aug 2002
Location: Near Wolfie
Posts: 204
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Testing fxaa right now.
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the above is merely my opinion |
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#12 |
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Rayne
Join Date: Oct 2003
Posts: 1,525
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Again, this is a post processing technique, it does not add any color information to the scene, just depth info, and a shader that does a sort of conditional blur with the pixel color & the surrounding z information.
In real games like the MMO AoC, this FXAA makes the game ultra blurry compared to the hardware FSAA methods. This FXAA is only good for games that does not support hardware FSAA, or with performance problems. If you want max IQ & sharpness, SSAA is the best & compatible with all the rendering techniques. But ofc, the slowest. More information here: http://research.nvidia.com/publicati...n-antialiasing
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