https://twitter.com/MvdLeeuwGG/status/397478482868858880@StevenTerHeide1 @WebinventDotCom We use FXAA + TMAA now, will dig deeper in a future publication, but it does complement each other..
https://twitter.com/MvdLeeuwGG/status/397478482868858880@StevenTerHeide1 @WebinventDotCom We use FXAA + TMAA now, will dig deeper in a future publication, but it does complement each other..
nice, TMAA , are 2 AA methods that common?
Yes in modern pc gamesnice, TMAA , are 2 AA methods that common?
Michiel Van Der Leeuw said:@roboplato Tried a few things, and multisampling didn't make the cut (costly, not the biggest impact on quality). More on that later..
It would explain why that uncompressed video posted earlier seemed a bit blurry.
It's similar if not the same as SMAA. Probably stands for temporal multisample aa.Don't know about TMAA and I'm an AA whore. Unless it's just temporal AA.
Don't know about TMAA and I'm an AA whore. Unless it's just temporal AA.
What did the last God of War use, again? that one seemed quite nice in the screens I saw.
Sorry sir think you need someone will much more knowledge on the subject to explainPlease explain.
MLAA. I'm thinking TMAA is some kind of multilinear AA like MLAA and SMAA with a temporal element.What did the last God of War use, again? that one seemed quite nice in the screens I saw.
Ugh FXAA. Will we ever be rid of that crap?
If they could eliminate texture blurring completely, the kind of solution they have here would be uniformly far better. Coverage that this combination gives is far better than MLAA could do.MLAA. Quite well suited for the Cell but I don't think we'll be seeing it again.
This is a 1st for a console game.
nice, TMAA , are 2 AA methods that common?
Agreed. I really hate how it makes games so blurry.
GT5 did both at the same time? Didn't know that.Two types of AA? GT5 actually did it in its 1080p mode. It used QAA and TAA. But they let you disable TAA if you wanted since some people say it causes the image to look blurry.
8 GB worth of textures.
FXAA to ruin everything.
I've no idea what this means.
But Killzone 2 used QAA (Quincunx) and it was one of the best anti-aliased games I've seen on console.
They took a huge backwards step in Killzone 3 by switching to MLAA (morphological). Killzone 3 was significantly more jaggy than Killzone 2.
yeah the recent sp trailer looked a lot more cleaner compared to the feb demoI 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.
This game on a technical level destroys every launch title on next-gen hardware. This is literally Sony putting their foot down and saying we have the better hardware, deal with it.
Ugh FXAA. Will we ever be rid of that crap?
Someone needs to teach this AA technique to DICE, Infinity Ward, etc.
The 3rd party PS4 games still are using poor AA techniques.
well that explains the blurriness :/
well that explains the blurriness :/
This is basically SMAA, or rather their take on it. It really does look better than FXAA alone, and combined with higher resolution does have a noticeable leg up on BF4 on PS4, or really any other big budget console game.And yet the guy from GG said MSAA didn't make the cut due to cost/IQ trade-off and went with FXAA - much like DICE. Neither solution is ideal.
What i don't get is why console games don't use SMAA. It doesn't cost much more, if at all.
This is basically SMAA, or rather their take on it. It really does look better than FXAA alone, and combined with higher resolution does have a noticeable leg up on BF4 on PS4, or really any other big budget console game.
MSAA with deferred rendering engine takes a huge hit as far as I know.