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#3489762 - 01/07/12 08:20 PM Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim? [Re: Swordsman]
Avimimus Offline
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Perhaps. Perhaps. biggrin
I'm happy with it though...

(and AA does really help with 1024x768 - if you've been forced to run in it).


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#3489774 - 01/07/12 08:53 PM Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim? [Re: Swordsman]
Murph Offline
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Rise of Flight has both HDR and AA/AF and they work together with no problems. AA and AF both do a lot to reduce landscape shimmer at any resolution.
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#3489799 - 01/07/12 10:07 PM Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim? [Re: LukeFF]
Icarus1 Offline
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Registered: 11/02/09
Posts: 538
Originally Posted By: LukeFF
Originally Posted By: Avimimus
Anti-aliasing really matters at resolutions below 1024x768... of course that is my personal opinion.


That may be your opinion, but it is nonsense. biggrin


Agreed. I run CoD @ 2560 x 1600 and without AA and AF it shimmers like crazy. No other sim I own does this. But you will never convince someone who is determined to deny AA and AF is important, because it shows CoD to be the mess it is.

Originally Posted By: Murph
Rise of Flight has both HDR and AA/AF and they work together with no problems. AA and AF both do a lot to reduce landscape shimmer at any resolution.


A fact indeed.


Edited by Icarus1 (01/07/12 10:09 PM)
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#3492094 - 01/11/12 01:12 AM Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim? [Re: Swordsman]
Xander Fulton Offline
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Registered: 04/20/01
Posts: 576
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Well, FWIW, have you guys seen what Timothy Lottes (an nVidia developer) has been working on for the FXAA injector?

The "AA at different scales" slide on this update is particularly promising.

And some more shots and features on the 4.0 release.

I wrote up a brief blurb on the current (3.11) release of the FXAA injector (comparing it to in-game AA and SMAA injection) over on eVGA's forums...basically, this is a solid alternative for the future.

Would it be best if the game supported AA natively? Yeah, probably. But it's pretty solid (...enough) aside from that, and that problem appears to be easily fixable. Next few weeks should be interesting!

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#3492551 - 01/11/12 02:56 PM Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim? [Re: Xander Fulton]
Icarus1 Offline
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Registered: 11/02/09
Posts: 538
Originally Posted By: Xander Fulton
Well, FWIW, have you guys seen what Timothy Lottes (an nVidia developer) has been working on for the FXAA injector?

The "AA at different scales" slide on this update is particularly promising.

And some more shots and features on the 4.0 release.

I wrote up a brief blurb on the current (3.11) release of the FXAA injector (comparing it to in-game AA and SMAA injection) over on eVGA's forums...basically, this is a solid alternative for the future.

Would it be best if the game supported AA natively? Yeah, probably. But it's pretty solid (...enough) aside from that, and that problem appears to be easily fixable. Next few weeks should be interesting!


Cool. Can't wait. I hope it works better than the previous injectors, which for me made little difference. But anything is better than the shimmmering clustermuck in CoD even at 2560 x 1600.
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#3492984 - 01/12/12 12:47 AM Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim? [Re: Icarus1]
Xander Fulton Offline
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Registered: 04/20/01
Posts: 576
Loc: Portland, OR
Originally Posted By: Icarus1
Cool. Can't wait. I hope it works better than the previous injectors, which for me made little difference. But anything is better than the shimmmering clustermuck in CoD even at 2560 x 1600.


Well, if you take a look at the screenshots in the thread...the injectors DO make a difference. A very stark and amazing difference.

But *only* in shape edges. IE., the aircraft edges. Things like wires, poles, terrain, etc...nothing.

But they definitely do help, and the performance hit is basically nothing.

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#3493177 - 01/12/12 09:14 AM Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim? [Re: Swordsman]
Jedi Master Offline
Entil'zha
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Registered: 02/15/00
Posts: 35615
Loc: Space Coast, USA
I run at 1920x1080 and I still use as much FSAA as I can, regardless which game or sim I'm using.
AF is irrelevant to screen res, you want that as high as you can get always, but even with lower-power cards you can run 16x AF nowadays for little or no performance hit.

ROF does have a texture crawl problem near the horizon, and they introduced supersampling to try and help, but the performance hit is too big for most people. It's not FSAA or AF per se, it's how they chose to render the textures there and the lack of (IMO necessary) haze at that point. CloD's terrain just below the horizon is too clear, too crisp, so the PC winds up trying to pack all this detail into an area that's not many pixels tall, and as it changes with your movement you get pixels going through a rainbow of colors that look like a crawl. The answer should be all those pixels going to a more uniform gray-green or gray-brown or something there due to haze.



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#3493215 - 01/12/12 10:13 AM Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim? [Re: Xander Fulton]
Icarus1 Offline
Member

Registered: 11/02/09
Posts: 538
Originally Posted By: Xander Fulton
Originally Posted By: Icarus1
Cool. Can't wait. I hope it works better than the previous injectors, which for me made little difference. But anything is better than the shimmmering clustermuck in CoD even at 2560 x 1600.


Well, if you take a look at the screenshots in the thread...the injectors DO make a difference. A very stark and amazing difference.

But *only* in shape edges. IE., the aircraft edges. Things like wires, poles, terrain, etc...nothing.

But they definitely do help, and the performance hit is basically nothing.


Stark and amazing a bit of an exaggeration. As you say, it only works on shape edges and is no where near as good as 8x or 16x AA.
True it is good for screenshots and exterior views of the plane, but in the pit is the most important and the ground shimmers like crazy as do wires etc. when they are in motion which is when it really counts. Screenshots do not show the ugly shimmering. So far Injectors are better than nothing, hope they get better though in the next versions.
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#3493303 - 01/12/12 12:33 PM Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim? [Re: Swordsman]
Aullido Offline
Member

Registered: 03/08/07
Posts: 293
I am a bit confused about this lack of FSAA. As far as I know, anti-aliasing is a algorithm already implemented in hardware and the implementation is mostly responsibility of the video card's driver. As long as the game generates Direct 3D data, anti-aliasing can be added.

I think it must be a simple matter, but I am not a game developer.

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#3493397 - 01/12/12 02:34 PM Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim? [Re: Swordsman]
Jedi Master Offline
Entil'zha
Big Kahuna

Registered: 02/15/00
Posts: 35615
Loc: Space Coast, USA
It has to do with shaders. If a game implements certain shaders post-rendering it can break FSAA under DX9. The answer is either the game does the FSAA itself BEFORE applying those shaders, or the driver writers know how to implement it and put it in.
Early DX9 and before games don't have to worry about it.



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