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Performance threads All discussions about CoD performnce

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  #11  
Old 06-20-2011, 10:42 AM
LoBiSoMeM LoBiSoMeM is offline
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I play Resident Evil 5 in Dx10 and AA works nice.

Any other "insights"? I'm "stupid" too?
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  #12  
Old 06-20-2011, 11:06 AM
skouras skouras is offline
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Originally Posted by David198502 View Post
waoh!!i study this forum now for almost 2years and almost every day......but the last few weeks it turned into a battle field of really rude insults.
agreed
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  #13  
Old 06-20-2011, 11:09 AM
Ze-Jamz Ze-Jamz is offline
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Ok, can someone en lighting me on this AA business.. i understand that the AA smooths out the edges (jaggies) but i dont have these or am i missing something?

And what does the supersampling part do?
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  #14  
Old 06-20-2011, 11:14 AM
Armatian Armatian is offline
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You can't compare engines because of year released. Graphic engines are a work of art and science, and lots of complex maths. It amazes me how people feel free to imply this dev or others aren't good at this or that.
I'm sure devs also want a crisp image with smooth edges.
Even dx9 with hdr makes aa more difficult, and i remember dx10 gave lots of trouble too, since some edges didn't get antialiased in some engines ( remember assassin's creed dx10.1 far better aa vs dx10 )
Supersampling this engines that uses hdr, ssao and huge amount of video ram, doesn't seem viable to me, every feature by itself eats memory, and more important, lots of bandwidth.
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  #15  
Old 06-20-2011, 11:42 AM
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ZaltysZ ZaltysZ is offline
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Quote:
Originally Posted by Ze-Jamz View Post
Ok, can someone en lighting me on this AA business.. i understand that the AA smooths out the edges (jaggies) but i dont have these or am i missing something?
Screenshots or it didn't happen.

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Originally Posted by Ze-Jamz View Post
And what does the supersampling part do?
Supersampling averages colors of subpixels to get color of final pixel. Subpixels are created by rendering image in higher resolution than final image (i.e. 4 pixels for 1 pixel in final image). This gives best quality, but worst performance.
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  #16  
Old 06-20-2011, 11:56 AM
Ze-Jamz Ze-Jamz is offline
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http://cloud.steampowered.com/ugc/54...6CBF07F7EE9AA/
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  #17  
Old 06-20-2011, 12:21 PM
SNAFU SNAFU is offline
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Sorry for OT

Quote:
Originally Posted by David198502 View Post
waoh!!i study this forum now for almost 2years and almost every day......but the last few weeks it turned into a battle field of really rude insults.
And the "ignore list" grows and grows, so it is getting harder and harder to understand the discussions, but I guess then I don´t need to...
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  #18  
Old 06-20-2011, 12:28 PM
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JumpingHubert JumpingHubert is offline
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@Ze-Jamz
some parts of own cockpit have working AA. Thats right. And the rest of the game, ground for example, external view of planes......hmm? Yes, in near distance with full hdresultion with 2xAA this game looks partly well antialiased.......I have 1680x1050 on 22" and it DOESN´T looks well antialiased in most situations..

Its like a running gag in this forum that no developer or moderator said only ONE WORD about this issue since release.....
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  #19  
Old 06-20-2011, 04:19 PM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by Armatian View Post
You can't compare engines because of year released. Graphic engines are a work of art and science, and lots of complex maths. It amazes me how people feel free to imply this dev or others aren't good at this or that.
I'm sure devs also want a crisp image with smooth edges.
Even dx9 with hdr makes aa more difficult, and i remember dx10 gave lots of trouble too, since some edges didn't get antialiased in some engines ( remember assassin's creed dx10.1 far better aa vs dx10 )
Supersampling this engines that uses hdr, ssao and huge amount of video ram, doesn't seem viable to me, every feature by itself eats memory, and more important, lots of bandwidth.
I'll go ahead and agree with this. I remember other titles too having trouble with AA when certain effects where enabled and it used to be a case of either one or the other, but not both enabled simultaneously.
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  #20  
Old 06-20-2011, 06:44 PM
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Extreme_One Extreme_One is offline
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Not sure if the CloD engine uses deferred shading but many games that do suffer from poor or no anti-aliasing.

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Another rather important disadvantage is that, due to separating the lighting stage from the geometric stage, hardware anti-aliasing does not produce correct results any more: although the first pass used when rendering the basic properties (diffuse, normal etc.) can use anti-aliasing, it's not until full lighting has been applied that anti-alias is needed. One of the usual techniques to overcome this limitation is using edge detection on the final image and then applying blur over the edges.
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