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Old 04-23-10, 08:42 AM   #1
boxleitnerb
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Default Fullscreen-SG/RGSSAA with Fermi via TRSSAA (OGL, D3D10/11)?

In the German forum 3DCenter, the user Blaire found out that FS-SSAA possibly works via transparency antialiasing.
Restrictions suspected/known so far:

- OpenGL, DX10 and DX11
- 2x, 4x and 8x (TR)SG-SSAA/(TR)RG-SSAA - not sure yet what grid is used
- the number of SSAA samples must not be greater than the number of MSAA samples
i.e. 4xMSAA+4xTRSSAA=yay!, 4xMSAA+8xTRSSAA=nay!
- as of now works only on GF 400 (Fermi)
- in one case (Just Cause 2), the number of SSAA samples and color Samples have to be the same
- so far, it is not possible to adjust the LOD accordingly in DX10+. The image gets a bit blurry. This can be alleviated by choosing only 2xTRSSAA

The whole thing seems to be a bug. The magazine PC Games Hardware (PCGH) has contacted Nvidia about this and is awaiting a response. Possibly, Nvidia is experimenting with SSAA in their drivers and it got messed up somehow.

Although the article below is in German, you may enjoy the screenshots it contains which prove SSAA actually works:

http://www.pcgameshardware.de/aid,74...fikkarte/Test/

Personally, I think this is great as you cannot force or enhance AA in DX10+. Flickering/shimmering shaders cannot be countered in DX10+ apps, unless SSAA is explicitly built into the game (Arma 2 for example).
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Old 04-23-10, 01:16 PM   #2
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Default Re: Fullscreen-SG/RGSSAA with Fermi via TRSSAA (OGL, D3D10/11)?

what the heck is this topic about lol
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Old 04-23-10, 01:47 PM   #3
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Default Re: Fullscreen-SG/RGSSAA with Fermi via TRSSAA (OGL, D3D10/11)?

Supersampling antialiasing, heard of it?
With DX10 and above, only the application controls antialiasing. That is why it is no longer possible to "enhance" antialiasing modes offered by the game with AMDs sparsed-grid SSAA or Nvidias ordered-grid SSAA (via the nHancer tool) or any other "special" mode.

But especially in modern titles, the image gets "unclean and shimmery" in certain areas due to shader aliasing - something that "normal" multisampling antialiasing (that is the only kind of AA offered in all current DX10+ games) cannot combat as it only works on polygon edges and not on textures or anything else for that matter. In DX9 one can get a near perfect clean image by using SSAA - which is not possible in DX10+ apps...seemingly until now.
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Old 04-23-10, 03:37 PM   #4
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Default Re: Fullscreen-SG/RGSSAA with Fermi via TRSSAA (OGL, D3D10/11)?

Come on, don't thread crap guys.

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Old 04-23-10, 04:02 PM   #5
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Default Re: Fullscreen-SG/RGSSAA with Fermi via TRSSAA (OGL, D3D10/11)?

That Bad Company 2 image comparison is terrible. All it does is show us a slightly blurrier shadow when SSAA is enabled. I want to know if SSAA in BFBC2 anti-aliases alpha textures and also objects against the skybox, which normal MSAA does not and even sometimes causes white outlines around objects and other visual artifacts.
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Old 04-23-10, 04:36 PM   #6
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Default Re: Fullscreen-SG/RGSSAA with Fermi via TRSSAA (OGL, D3D10/11)?

Try it out
Yes, the BFBC2 pictures are crap, I'll give you that.
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Old 04-23-10, 06:01 PM   #7
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Default Re: Fullscreen-SG/RGSSAA with Fermi via TRSSAA (OGL, D3D10/11)?

With:

Without:


It definitely works, but the performance hit is pretty massive, not to mention it jacked my temps up about 10c!
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Old 04-23-10, 06:48 PM   #8
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Default Re: Fullscreen-SG/RGSSAA with Fermi via TRSSAA (OGL, D3D10/11)?

What GPU do you have Bah!?
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Old 04-23-10, 06:56 PM   #9
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Default Re: Fullscreen-SG/RGSSAA with Fermi via TRSSAA (OGL, D3D10/11)?

Quote:
Originally Posted by CaptNKILL View Post
What GPU do you have Bah!?
480's in SLI.
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Old 04-24-10, 01:45 AM   #10
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Default Re: Fullscreen-SG/RGSSAA with Fermi via TRSSAA (OGL, D3D10/11)?

Great man! If you have the games, could you please post some screenshots from Just Cause 2 and/or Bioshock 2?
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Old 04-24-10, 04:42 AM   #11
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Default Re: Fullscreen-SG/RGSSAA with Fermi via TRSSAA (OGL, D3D10/11)?

Quote:
Originally Posted by slaWter View Post
Bah!, what settings did you use for the "with" picture?
Everything to the highest in game @ 1920x1080 with 8xAA and 8xTRSSAA forced in the CP.
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Old 04-24-10, 04:00 PM   #12
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Default Re: Fullscreen-SG/RGSSAA with Fermi via TRSSAA (OGL, D3D10/11)?

This rocks so much. I'm also using it in Doom3 and Prey and the IQ is the beste I've seen, no aliasing on the specular any more
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