jaggies only ever annoyed me in my graphics, whilst playing and being part of the environment in its dynamic state in a sim or game the jaggies just dont register that much, ive never commented so, but i like MLAA in CLOD. i wouldnt have it any other way.
config files in CLOD point to MLAA being used. I have Shogun Total war 2 game which is a dx10/11 game which used MLAA explicitly (not sure if thats changed subsequently), Obviously being interested i read some about it which for me made so much sense in the context of what the game was doing independantly to prior to the post process effect that is AA, the result being that applying the superior FSAA just wouldnt look right, (Much like the blurry, fuzzy guages people speak of with FXAA). whilst it helps at distance its not helping in a close CLOD cockpit enviroment at all. why chooose that.. the mind boggles...
we will see these new methods being used alot more because poly counts are rising all the time. and for the purpose of what was possible/necessary FSAA has done its job very well, but things are changing in this area, its fair to argue the pro,s and cons for sure but we better be prepared to understand when we cant have it. Because thats the reality i fear , and especially with such an arena as a flightsim with broad depiction if distances. not to mention how a basic FSAA affects depth of field in a seriously bad way, but thats not too applicable yet, but it will be in the near future. and then theres this 3d or should i say steroscopic mularky, a basic FSAA cant really work there either depth of field wise again. it needs a more manipulatable openly defined way to program it into the graphics engine, and that is the problem.
Last edited by Ali Fish; 09-12-2011 at 06:27 PM.
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