The updated source has not been released yet. 1.6 also changed the name, it's called SMAA (Subpixel Morphological AA).
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Gallium3D Post-Processing, MLAA Nearly Ready
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Good grief... Just what we need.. Yet another name for Anti-aliasing tech to confuse the gamers....
Let's see...
FSAA (full scene)
MSAA (multi-sample)
SSAA (super sample)
TrAA (transparency / alpha texture)
CSAA (Coverage sample)
AdAA (Adaptive)
FXAA ( Effects )
MLAA (MorphoLogical)
and now we've got...
SMAA (Subpixel Morphological)
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Originally posted by Sidicas View PostGood grief... Just what we need.. Yet another name for Anti-aliasing tech to confuse the gamers....
Let's see...
FSAA (full scene)
MSAA (multi-sample)
SSAA (super sample)
TrAA (transparency / alpha texture)
CSAA (Coverage sample)
AdAA (Adaptive)
FXAA ( Effects )
MLAA (MorphoLogical)
and now we've got...
SMAA (Subpixel Morphological)
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Originally posted by curaga View PostI wouldn't equate FXAA with SMAA, even the current MLAA beats FXAA in my opinion. Though they are similar in both being post-processing approaches.
In performance Nvidia's FXAA implementation wins AMD's MLAA (on Windows) quite clearly.
Edit: Oh, and I equated FXAA with SMAA instead of MLAA, because unlike MLAA it also uses a subpixel approach.
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Originally posted by curaga View PostThe updated source has not been released yet. 1.6 also changed the name, it's called SMAA (Subpixel Morphological AA).
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That is not hard to do, Jimenez' MLAA beats AMD's by a factor of 7-8x in speed, while also beating it in quality. Though this was measured before 11.8 which claims to have sped up AMD's MLAA.
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