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Old 07-19-11, 04:56 AM   #1
wheeljack12
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Default hardocp explains nvidia's fxaa

http://www.hardocp.com/article/2011/...ing_technology
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Old 07-19-11, 10:34 AM   #2
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Default Re: hardocp explains nvidia's fxaa

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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Old 07-19-11, 11:12 AM   #3
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Default Re: hardocp explains nvidia's fxaa

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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Old 07-19-11, 11:16 AM   #4
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Default Re: hardocp explains nvidia's fxaa

I believe the developer has to implement this into the game.
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Old 07-19-11, 11:25 AM   #5
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Default Re: hardocp explains nvidia's fxaa

Yeah they said the developer has to impliment it, but hey nvidia made the PC gaming proud again! Well done!!
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Old 07-19-11, 12:37 PM   #6
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Default Re: hardocp explains nvidia's fxaa

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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Old 07-20-11, 08:04 AM   #7
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Default Re: hardocp explains nvidia's fxaa

I don't think so:

Quote:
Originally Posted by Guzz
I guess very soon, perhaps already in next driver.
Using the Registry Editor, navigate to HKEY_LOCAL_MACHINE\SOFTWARE\NVIDIA Corporation\Global\NVTweak, create a DWORD value called EnableSRS1442 and set it to 1.
Then FXAA will be available in the Nvidia Control Panel. But FXAA currently works only in OpenGL.
Link has shot of the FXAA option in Control Panel:

http://forums.nvidia.com/index.php?s...post&p=1248230

Description of FXAA from Control Panel -- from JackFuste:

Quote:
Antialiasing - FXAA

FXAA is a fast shader-based post-processing technique that can be applied to any program, including those which do not support other forms of hardware-based antialiasing. FXAA can be used in conjunction with other antialiasing settings to improve overall image quality. Note that enabling this setting globally may affect all programs rendered on the GPU, including video players and the Windows desktop.

Turn FXAA on to improve image quality with a lesser performance impact than other antialiasing settings.

Turn FXAA off if you notice artifacts or dithering around the edges of objects, particularly around text.
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Old 07-20-11, 09:45 AM   #8
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Default Re: hardocp explains nvidia's fxaa

That's awesome, if it really is going to be available globally. Can't wait for a proper release.
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Old 07-20-11, 09:53 AM   #9
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Default Re: hardocp explains nvidia's fxaa

Quote:
Originally Posted by SirPauly View Post
I don't think so:



Link has shot of the FXAA option in Control Panel:

http://forums.nvidia.com/index.php?s...post&p=1248230

Description of FXAA from Control Panel -- from JackFuste:
Just tried it with Duke,seems to work well,didnt notice any hit really.
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Old 07-23-11, 01:03 AM   #10
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Default Re: hardocp explains nvidia's fxaa

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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Old 07-23-11, 01:07 PM   #11
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Default Re: hardocp explains nvidia's fxaa

Testing fxaa right now.
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Old 07-24-11, 11:58 AM   #12
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Default Re: hardocp explains nvidia's fxaa

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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