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Technical threads All discussions about technical issues |
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#1
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XXX are you saying?
I play with AA in-game and it works, its a mod and you can find it in this forum Last edited by KG26_Alpha; 02-04-2012 at 08:10 PM. Reason: bad language |
#2
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that isnt proper AA, the main prob is people are forced to use low resolutions for dot visibility which inturn increases the jaggies ten fold.
Last edited by KG26_Alpha; 02-04-2012 at 08:11 PM. |
#3
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Oki fair enough. But when did last get a check-up at your eyesight? ![]() I clearly see a huge diffident between have it or not have it. Im using "injectSMAA_by_mrhaandi_1.2" at the moment to compensate for the leak of AA in the Sim. It work great. Try it out and see if it all looks the same for you Mate. ~S~ |
#4
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#5
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http://forum.1cpublishing.eu/showthread.php?t=28978 ~S~ |
#6
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Ok, here we go with some 3d history that can help you to understand the state in the 3d industry about AA.
AA was introduced some years ago in the fixed pipeline as a hardware/driver feature, so developers just needed to tell the GPU to activate it and the GPU did all the work. You even could activate or deactivate it from your GPU driver configuration. That is how fixed pipeline engines worked and still works. Of course in fixed pipeline engines developers are limited to what drivers and hardware can do (no great fX or effects, only common and standard things). Now we have non fixed pipeline engines, wich works with shaders, where developers can (and have to!) control all about the rendering process, which is extremely more complicated and time consuming, but we can have bump mapping, nice reflections and plenty of other nice FX, only limited by imagination, hardware processing time and time to develop and optimice it. Important thing is that now all is coded by developers, including AA. In this kind of egines AA is no more automatic and need to be manually coded as post process filter over the whole image. Thats why even if you turn on AA in drivers configuration in no fixed pipeline engines it do nothing. Hardware do no calculate it automatically anymore, not AA, not anything. Coding AA filter shader is not easy if you want it to be efficient and not blurring all the image. You need to identificate manually all edges and so on... So give devs a break, things are not easy anymore as we ask for more fx and eyecandy. It can be done, but need time if you also want a lot of fps.
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Win 7 64 Quad core 4Gb ram GTX 560 Last edited by Ailantd; 02-04-2012 at 08:33 PM. |
#7
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Thank you for the info, Ailantd.
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Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects ![]() |
#8
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Yeah, deferred rendering has made the formerly easy step of adding AA very difficult.
And that is why you see tons of modern games that lack support for AA entirely - games like Crysis, Battlefield 3, Dead Space, Mass Effect. It is hardly a problem unique to cod. |
#9
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Anyway if you are able to use FSAA ( Fixed pipeline AA ) it will crop your FPS a 20% or 30%, making the game unplayable in some systems, because is a hardware demanding AA technique.
Even so Luthier said that it will be implemented but guess that it will not very soon, remember that they are currently rewriting the graphic engine so it needs get working before add things. You guys should try until then my post-process SMAA configuration : It is not perfect so you will see some jaggies here and there under some circumstances but have no frame rate impact at all and does a high quality AA without blurring everything. http://forum.1cpublishing.eu/showpos...99&postcount=5 Last edited by Buchon; 02-04-2012 at 11:51 PM. |
#10
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