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Old 07-14-07, 09:59 AM   #1
nutzer
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Question Prey TAA Problem (8800GTX, Prey 1.3, Win XP)

does anybody knows how to solve this?


http://jul14b.imghost.us/2c9l.jpg
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Old 07-14-07, 10:48 AM   #2
Danothemano
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Default Re: Prey TAA Problem (8800GTX, Prey 1.3, Win XP)

Sharp edges?
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Old 07-14-07, 11:20 AM   #3
nutzer
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Default Re: Prey TAA Problem (8800GTX, Prey 1.3, Win XP)

the edge at the rail is very good anti aliased. this shows that 16xQ Supersampling works.

But the edge at the steel tiles at bottom is not anit-aliased at all. I dont know whether this has something to do with TAA...

but anyways, there are a lot of places in prey where you see something like this...

I would like to know whether there are people out there who are not having this kind of problem or who solved this problem and had it before....
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Old 07-14-07, 12:01 PM   #4
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Default Re: Prey TAA Problem (8800GTX, Prey 1.3, Win XP)

TAA doesn't work on the OpenGL API. Only D3D.
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Old 07-14-07, 07:08 PM   #5
nutzer
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Default Re: Prey TAA Problem (8800GTX, Prey 1.3, Win XP)

what a pity....


if theres anybody who knows how to enable TAA for openGL please let me know
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Old 07-14-07, 08:06 PM   #6
walterman
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Default Re: Prey TAA Problem (8800GTX, Prey 1.3, Win XP)

I think that SSAA doesn't work with openGL either.
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Old 07-15-07, 08:39 AM   #7
nutzer
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Default Re: Prey TAA Problem (8800GTX, Prey 1.3, Win XP)

it seems that in general transparency antialiasing is possible also in openGL.

in the file http://developer.nvidia.com/object/nature_scene.html

is written:

Quote:
This sample also shows how to use the Transparency Antialiasing mode of the GL_ARB_multisample extension to provide higher quality, order independent antialiasing. This mode converts the alpha value of the pixel into a 16-level (dithered) coverage mask, which is logically ANDed with the raster-generated coverage mask.

sounds like a new patch for prey could(!) fix this....
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