I knew there was something else going on there that's not just plain FXAA.
It's similar if not the same as SMAA. Probably stands for temporal multisample aa.
I know some of these words.
Nah way man, nah fuckin' way.Well yes, as I said, FXAA is not so good for showing off screenshots, but in motion and at 1080p it looks better with it than without, at least IMO.
I'd prefer no AA to FXAA. That is nothing but a blur filter to me. Assassin's Creed 3 PC had no option to turn it off.
I do wonder, does any developers other than Crytek use SMAA? I know its open for PC, but it's quite odd no one uses it for consoles? Fees to use it on consoles?
Crytek used two AA techniques together first on consoles with their SMAA on Crysis 3, also on PC I think, I haven't played it though, wonder how it compares to Guerrilla's technique.
Doesn't seem to be an issue with Shadow Fall, so whatever they're doing is working really well. Super detailed and sharp, but still clean and jag free. But yea, FXAA over No AA any day of the week, especially at 1080p. Some slight loss of detail (which you can make up with TV sharpness) is still better than jaggies, shimmering etc.
These are direct frame buffer captures. AA seems to be highly effective without compromising on IQ.
You are confusing KZ:SF's Motion Blur, which is intentional, with their AA technique.
KZ:SF's AA is the best you will see on any next-gen game at launch.
Hmm, those look really good. Almost too good. You sure they are direct captures and not downsampled? A lot of the press shots from Sony are often released at very high resolutions.
For Ryse we developed our custom SMAA 1TX, in essence it is a combo of morphological AA with smarter temporal anti-aliasing. It's a new robust and fairly efficient technique which we shared some details about at Siggraph this year. It's a solution which deals with any signal input changes in order to smooth out potential shimmering during movement, while masking out any potential ghosting, and together with shading aliasing solutions it provides a more filmic image quality overall.
FXAA... wtf. Anything else would be better, even nothing.
I don't get the FXAA hate. Early/weak implementations can cause a lot of blurring, true, but they're on better hardware now and they're probably using a better implementation of the algorithm. I'm sure before they announced they were using FXAA no one complained about Killzone's image quality.
edit:
This right here is nuts. Fuck aliasing.
Will this run on ps3???
Will this run on ps3???
WHAT ARE THOSE AA ANYWAYS? pls explain thanks
Now that explains why I can't seem to find much if any jaggies in Ryse.Sounds similar to what Ryse does. They are, from the sounds of it, combining SMAA with TMAA, but I guess it's their own custom solution.
http://www.eurogamer.net/articles/digitalfoundry-crytek-the-next-generation
Either way, what both games are doing looks quite incredible.
http://www.crytek.com/download/Sousa_Graphics_Gems_CryENGINE3.pdf
They explain it more starting on page 19 of this PDF from Siggraph.
Now that explains why I can't seem to find much if any jaggies in Ryse.
That's true, but their tmaa probably does, because there's barely a hint of it here.FXAA does not stop shimmering though. It lacks the sampling to do that.. and can even increase sub pixel aliasing issues.
Rather than a rough equivalent of SMAAt2x that this has? We'd welcome our eyes to shimmer city on those threes and fences, so I sure wouldn't. No AA doesn't look too bad where the geometry is clean and free of tiny details, but that's not going to be case much in future games.ghst said:the worst ones. i think i'd rather have the jaggies.
8 GB worth of textures.
FXAA to ruin everything.
I am sick of it really.ITT: People having IQ wars over Ryse and Killzone, AA methods being used as ammunition.
Yeah it helps with the res definitely when upscaling. Though using a 720p output would make it look really, really sharp.Best looking game at launch. It's amazing there's no apparent aliasing anywhere despite being 900p
Agreed.Every game next-gen should employ the use of SMAA.
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.
Every game next-gen should employ the use of SMAA.
Probably due to cost.This. Nearly 5 years have passed and developers still use FXAA over SMAA...I don't understand why.
Probably due to cost.
This is a 1st for a console game.
Here's a good comparison of 4X MSAA vs FXAA 3.
http://international.download.nvidi.../GDC2012/Samaritan-MSAAFXAA-Comparison-1.html
Gotta love that open GPU on the PS4!
Custom AA on the metal!
ON THE METAL!!!!!
Shadow Fall looks god awful now that I know it uses FXAA it look like shit smeared on a lens. I wish i could go back in time and erase this from my memory so it could look as good as did ealier today before i knew it used FXAA...
I don't think anyone complaining about FXAA has seen the raw footage from earlier. I usually hate FXAA when it's by itself but it's clear that the combination with TMAA in this game keeps the image sharp.Shadow Fall looks god awful now that I know it uses FXAA it look like shit smeared on a lens. I wish i could go back in time and erase this from my memory so it could look as good as did ealier today before i knew it used FXAA...
The fact that you didn't notice it in the first place says a lot.
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.RoboPlato said:I don't think anyone complaining about FXAA has seen the raw footage from earlier. I usually hate FXAA when it's by itself but it's clear that the combination with TMAA in this game keeps the image sharp.
Show me your week or older post where you point the use of FXAA in Shadow Fall
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.