I was being sarcastic, and making fun of the people who are whining about the use of FXAA even though the game still looks good.
I know. I was agreeing with you.
I was being sarcastic, and making fun of the people who are whining about the use of FXAA even though the game still looks good.
I know. I was agreeing with you.
What costs? SMAA is completely free to use, implement and modify in anyway developers see fit. And it definitely can't cost much from an implementation standpoint.
Well excuse me. I tried to make my post as Stupid as possible so no one could take it seriously. At least RoboPlato had a level headed response or perhaps he too was being sarcastic and i missed out on the genius of the postWhat the fuck does it matter if I can pick up on it or not, I never claimed otherwise.
You're gonna have to try better next time at conveying sarcasm seeing as I'm not the only one who took you seriously.
i interpreted his his post to mean cost of resources...not currency...
Here's a good comparison of 4X MSAA vs FXAA 3.
http://international.download.nvidi.../GDC2012/Samaritan-MSAAFXAA-Comparison-1.html
FXAA when set up properly has the same or even less blur than SMAA.
I also really enjoy how people who are most likely completely oblivious to the intricacies of game development are acting like they know better than seasoned developers like Guerrilla Games.
Ugh FXAA. Will we ever be rid of that crap?
Thats not true. SMAA do not touch textures at all, it has completely different detection algorithm than FXAA, also part of FXAA is contrast adaptation that changes overall image quite a lot.
Sure it does - just like every other post-AA solution out there it works on a frame buffer content which contain textures as well. It's an extension of MLAA which is running a search of high contrast areas in the frame buffer. It is very good at preserving the image sharpness though since this is one of the stated goals of SMAA development in general. But it does eliminate shader and texture aliasing to some degree as well as edge aliasing.Thats not true. SMAA do not touch textures at all, it has completely different detection algorithm than FXAA, also part of FXAA is contrast adaptation that changes overall image quite a lot.
MLAA. Quite well suited for the Cell but I don't think we'll be seeing it again.
I'm curious if everyone that is shitting all over TXAA as a rule has really looked at the direct feeds and new high bit-rate video for KZ:SF?
The devil is in the details, and it seems their implementation combined with TMAA does not have major issues with blurriness.
It's not complicated, it's just too much of a performance hit for console h/w while the difference between MSAA and some FXAA/MLAA/SMAA post-AA solution will be close to non-existent for a wider public.It's complicated to add MSAA on launch titles wich have kinda rushed render pipelines, it consumes a lot of bandwidth, while they precisely are games not using their bandwidth very efficiently (and at 1080p60)
Interesting. I wonder what they perceive to be the cons of SMAA? I generally find FXAA to be the worst out of the bunch because it actually hurts image quality.looks like someone did ask him about SMAA
looks like someone did ask him about SMAA
looks like someone did ask him about SMAA
It looks great. But if you download the Gamersyde vid of this then you'll notice a bit more shimmering.http://youtu.be/mjc0a-MxqsY
Just look at the difference it makes!
I was excited when they mentioned TMAA in their first slideshow about SF's rendering Tech!
And I was right to be!
Just look at all the hard specular aliasing on buildings and specular highlights. THey are still somewhat aliased, but they don't move AT ALL in motion!
And that's the hardest thing to deal with with specular aliasing. And it improves IQ so much and they are so much closer to the Killzone 2 Target render than ever before now!
I think that's exactly why some people care this much actually. I don't personally as eliminating jaggies is great but one of my lower graphical concerns, but some people do hate how blurry FXAA looks to them.Why on a console game do you care what type of AA it uses if you can't toggle it or change it? It's a console game. I don't care if they have to smear Vaseline over the screen to get AA, it's not like I can do anything about it.
It looks great. But if you download the Gamersyde vid of this then you'll notice a bit more shimmering.
Still, awesome.
You'd hope they are able to use the best possible solution for a game, that's all. Weird question to be honest. Unless you want to tell us something about pc gaming we don't know...Why on a console game do you care what type of AA it uses if you can't toggle it or change it? It's a console game. I don't care if they have to smear Vaseline over the screen to get AA, it's not like I can do anything about it.
Impressive.
Two passes of AA, 1080p, AND 60fps (or close to...wish it were locked).
Guerilla Games may not make the best games, but they always find a way to make ludicrously pretty games.
It sucks because most journalists wouldn't come close to asking questions like that.I hate that these kind of things are not asked by someone more competent in a face to face interview who would follow up that with "What were the cons for SMAA?" or "How did FXAA (+TMAA) come out on top?"
I really hope they do another post-mortem presentation.
well that explains the blurriness :/
WHAT ARE THOSE AA ANYWAYS? pls explain thanks
TMAA is Transparency Anti-aliasing, designed to handle flat pictures with see-through areas (Billboards, Decals or Point Sprites in 3D graphics lingo) differently from real 3D models. So you can see how that would be used in conjunction with another method for anything not transparent.
I sear I see no difference between these pics...at least not enough to say one is crap and the other is the best thing everMore examples of FXAA not being crap.
Except that FXAA at high resolutions works VERY WELL.
And when you combine that with downsampling it works even better.
And that's EXACTLY what I was showing.
That it doesn't harm IQ at high resolutions and that it works well at high resolutions.
In Binary Domain 4xMSAA+4xTrSSAA+FXAA works better at AA'ing the image in motion than 4xSGSSAA does. Which is a high quality AA method.
Everyone is crapping about how FXAA is so bad, when in fact it isn't at high resolutions. It's equally on par with SMAA 1x with less of the performance hit. SMAA just isn't worth it for the performance hit, and it does absolutely nothing for specular aliasing.
This comparison is awful.
I'm really curious to see how TMAA will evolve over the course of this gen. I know RAD developed a custom specular AA solution for The Order that could wind up incorporated into TMAA. If all of Sony's first party devs work with it and it eventually gets released to third parties like MLAA was, it could become standard on PS4 games if it's low impact enough.At native non-downsampled Res SMAA is objectively better in almost every single coverage category whilst not unsharpening. That is my argument. Obviously it costs more in performance.
Most people dislike FXAA because it is used as the ONLY AA at native RES. Also, FXAA does nothing to help against specular aliasing. It just decreases the brightness of specular areas.
Your argument is probably correct about FXAA being good when a game already has tons of other AA. But that argument is tangential to people's complaints about FXAA in this thread.
Clean your glasses and stop thinking a youtube vid is exactly what the game looks like.well that explains the blurriness :/
http://youtu.be/mjc0a-MxqsY
Just look at the difference it makes!
I was excited when they mentioned TMAA in their first slideshow about SF's rendering Tech!
And I was right to be!
Just look at all the hard specular aliasing on buildings and specular highlights. THey are still somewhat aliased, but they don't move AT ALL in motion!
And that's the hardest thing to deal with with specular aliasing. And it improves IQ so much and they are so much closer to the Killzone 2 Target render than ever before now!
Also:
Just an FYI for those wondering about SMAA, SMAA can't handle specular aliasng and a lot of temporal aliasing (Aliasing over time in motion). 4x can get some stuff, but it generally fails really hard at any kind of specular aliasing. Of which was SF's biggest issue.
FXAA does a better job at handling specular aliasing than SMAA does due to it's blurring nature. And at a high resolution the blurring of IQ is going to be far less of an issue.
With what I assume is the temporal component of TMAA (Temporal Multisampling Anti Aliasing?) combined with FXAA really helps tame the specular issues this game has for the most part.
Something SMAA would not be able to do.
Knack doesn't use FXAA and KZSF only uses it in MP. It uses TSSAA in SP and I think that'll be more common from here on out.It would. It is called SMAA 1tx (t for temporal) and is used in Ryse with spectacular results. Lots of people found AA solution in Ryse the most impressive they have seen on consoles. Me included.
You can also combine SMAA 1tx with 4xMSAA, it is called SMAA 4x.
Morphological antialiasings with/without temporal part is the future of AA in consoles. Uncharted 3, The Last of us, Ryse and AC4 (next gen), all those games use some form of morphological AA which don't blur anymore the textures & assets.
Please devs, don't blur your assets/textures and let Quincunx (KZ2 & GT6) and FXAA (Knack & KZSF) blurring solutions die already!!
Check the sharpness on your TV. It has aliasing on high contrast edges, which is expected with pure post process AA, but for the most part it's very clean.In all honesty kz sf is so jaggy I assumed it had no AA.