We can make MLAA a bit faster. There is some needless memory copying we can eliminate. However, MSAA will always give you higher quality.
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MSAA Anti-Aliasing Finally Comes To Radeon R300g
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The quality entirely depends on what you're looking at. MSAA will completely fail with transparent textures, for example.
Do you mean the PP queue in the special case of only one filter, MLAA? That's not an extra copy, since we need to write to the same texture we're reading from, that's not possible without the copy (pp_run.c:56).
Or do you mean some other part?
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Originally posted by curaga View PostThe quality entirely depends on what you're looking at. MSAA will completely fail with transparent textures, for example.
Originally posted by curaga View PostDo you mean the PP queue in the special case of only one filter, MLAA? That's not an extra copy, since we need to write to the same texture we're reading from, that's not possible without the copy (pp_run.c:56).
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Alpha to coverage seems much inferior to MLAA:
Some time has passed since we last delved into the state of anti-aliasing. In this article, we investigate the feature thoroughly from the basics to vendor-specific implementations and learn some shocking surprises about driver settings along the way.
Secondly, we learned that the aliasing that occurs on objects with texture transparencies is unaffected by MSAA, and despite newer DirectX 10/11 techniques like alpha-to-coverage, we see a need for further transparent texture anti-aliasing. When it comes to Radeons, adaptive anti-aliasing rarely works, but Nvidia’s transparent supersampling is relatively reliable in DirectX 10 and 11 games. This is an area we’d really like to see AMD improve.
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I don't believe Tom's hardware or any other hw review site on what technique is better. Alpha-to-coverage is pretty simple: it takes the alpha channel and uses it to represent how much a pixel is covered. If you can properly set the alpha channel, you can easily make the result look as if there were an edge. The problem is applications must take care of sharpening or bluring the alpha depending on how much the alpha channel source (usually a texture) is magnified or minified. Some apps do get it wrong, but it's not the fault of the technique itself.
This is an example of alpha-to-coverage that could use some sharpening. Other than that, it looks properly antialiased:
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Originally posted by marek View Post[...]
I just ask because that?s the only 2 anti-aliasing methods I?m interested in.
In my point of view all other techniques are just crap in a quality point of view.
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You don't have to believe their conclusion, just look at their pics. (inb4 the pics are doctored)
If all of Starcraft 2, AvP, and Just Cause 2 get it wrong, it clearly must not be that easy to use. Tom's claims all three use it, I have to take their word for that since we don't have the source.
If it has to be "gotten right" at all, that makes it inferior, because having good-quality transparent parts should be a tickbox, and thus forceable by the driver when the app doesn't support it. This is of course assuming many get it wrong, which it looks that they do from above.
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Also for the r300g driver, R500 now has hyper-Z marked as done.
Information from:
http://www.x.org/wiki/RadeonFeature
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Originally posted by necro-lover View PostCan we get Grid SuperSampling G-SSAA or Rotated Grid SuperSampling RG-SSAA with the radeon driver?
The proper solution it to have apps implement SSAA and not the driver. The driver is not in charge of this. I mean, the driver can turn it on for the main framebuffer, but if an app renders all of its geometry to a texture, it won't have any effect.
Originally posted by curaga View PostYou don't have to believe their conclusion, just look at their pics. (inb4 the pics are doctored)
If all of Starcraft 2, AvP, and Just Cause 2 get it wrong, it clearly must not be that easy to use. Tom's claims all three use it, I have to take their word for that since we don't have the source.
Originally posted by curaga View PostIf it has to be "gotten right" at all, that makes it inferior, because having good-quality transparent parts should be a tickbox, and thus forceable by the driver when the app doesn't support it. This is of course assuming many get it wrong, which it looks that they do from above.
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Originally posted by marek View PostI don't believe Tom's hardware or any other hw review site on what technique is better. Alpha-to-coverage is pretty simple: it takes the alpha channel and uses it to represent how much a pixel is covered. If you can properly set the alpha channel, you can easily make the result look as if there were an edge. The problem is applications must take care of sharpening or bluring the alpha depending on how much the alpha channel source (usually a texture) is magnified or minified. Some apps do get it wrong, but it's not the fault of the technique itself.
This is an example of alpha-to-coverage that could use some sharpening. Other than that, it looks properly antialiased:
http://www.humus.name/3D/alphatocoverage_large.jpg
I remember some games in the Call of Duty series using regular anti-aliasing for transparent textures and it was pretty up close, but rather ugly if you looked parallel to the texture from sharp angles. Certainly better than nothing, I suppose.
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