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Cat 5.9 Allow AA on Alpha textures

Jbirney

Gawd
Joined
Nov 14, 2003
Messages
528
The option is there but its hidden..but those that are not afraid to tweak the registry setting can play around with AA on alpha texture to avoid the jagged mess that come along with those textures. Works on all R300 and up class cards:

http://www.beyond3d.com/forum/showthread.php?t=24069

(pics of before after in the B3D thread)

Not sure if it was posted but Humus relaased an DX/GL overide dlls that allowed for something simular to this that you could use in the games you wanted to play. The idea was you drop this dll in that games "system" folder and enjoy AA on alphas. Worked pretty good for the most part, but PunkBuster and other ANTI-Cheat programs flaged it as bad and kicked you from servers. This looks to be something simular...just in the driver itself so those issues should not happen.

It only took a few moments for me to try it on the x800xl and I only tried CS Sorce. But it worked like a charm. Finally we may see an end to jagged Alpha's!!!
 
Yup, works well

adap-multi.jpg
 
Here's my example, shows alot more elements and at a farther distance. Also the AA is lower (4x).

astt.jpg
 
It's lovely, although performance hit is pretty big in area's with lot's of Alpha textures ( ~30%, see the Fraps meter)

1280x1024 6xAA 16xAF
css.jpg


1280x1024 6xAA 16xAF + AAA
cssaaa.jpg
 
Could anyone do some benchmark testing/run-throughs with the following games?
WoW
HL2
BF2
DoD:S
Splinter Cell: Chaos Theory
 
Works very well in D3D games. It seems its non-functional in OpenGL based games.

Performance hit is massive games like FarCry. But omg it looks so friggin good. Heavy jungle will choke you to 15-20fps, but its almost all alpha textures ffs. As for HalfLife 2, wowzers!! Performance hit is not that bad at all and holy crap does the game look better! So good I'm gonna leave the reg hack and use AAA, or A³ (<---thats |337) whenever I play games that can handle it. :)
 
kcthebrewer said:
Could anyone do some benchmark testing/run-throughs with the following games?
WoW
HL2
BF2
DoD:S
Splinter Cell: Chaos Theory

Yeah it's playable in HL2 and CSS, in DoD it's playable but your FPS is really low thanks to HDR.
 
WOW Just WoW! This Adaptive AA in CSS Is amazing!!!!
I played DOD Source at 6xAAA with Temporal on as well and at 1280x1024 it didnt lag for me (Server lag yes) Stil DoD Source crashes for me.. :mad:
Nice Work To the Guys who got this going!
 
^Never mind about that 6xAAA stuff. It seems as if DOD Source just wasnt using the AAA and thus my performance was the same. Now that I loaded into a server (Map Flash) and played the game was a lag fest. And of course as soon as I got near some enemies it crashed my entire computer that is.
 
wow this looks fabulous. i will have to give it a shot with my 9800pro on cs:s. i hope i get good results with 2xAA :p
 
Very nice IQ. Glad to see ATi cards catch up to the TR SSAA of the G70's with a driver fix :cool:

But does it really only work in D3D games? That's pretty odd.
 
Yeah I need this to work for some older OpenGL games I still like to play. I hope there is another fix or reg hack that can enable it. D3D has never looked so good. Just played some levels of HL2 again. Wow!! I want OpenGL titles with AAA please!!
 
Again Humus showed us it was possible months ago using his tweaks. He had both OpenGL and DX version. So while it does not seem to work in OpenGL just yet, we know that it could. And I am betting it will show up sooner or later in the cats as an offical option. "Temporal AA" came first in the form of a reg hack and later was found in the cats. So I am sure it just a hack for now while they work out the bugs/issues. And yes works on all 9600 and up. Shows you just how good that R300 core was if it can still do tricks like this :)
 
so can you set adaptive at any AA setting? i.e. 2xAAA, 4xAAA, 6xAAA, etc.
Any guesses as to what's a bigger frame hit, extra level of AA or adding adaptive?
 
First hit from Google:

We use the term "alpha texture" to refer to special texture maps that are partly made up of normal color pixels, and partly of special transparent pixels. Most texture images have three color channels, red, green, and blue. In an alpha texture, there is a fourth channel, the alpha channel, which defines the transparency of the image, pixel by pixel.

By using alpha textures, you can extend the range of effective graphic tricks you can perform with DesignWorkshop, especially for live walkthroughs and animations. Alpha textures are great for representing materials holes and/or complex outlines.

Alpha textures can be applied to geometry using mappings just like standard textures, tiling or full-face. A tiling alpha texture provides a good way to show a continuous material with lots of holes, like chain-link fencing. A full-face alpha texture is useful for showing a single image with complex edges, like a fully-detailed photographic tree. We use the term "alpha texture" to refer to special texture maps that are partly made up of normal color pixels, and partly of special transparent pixels. Most texture images have three color channels, red, green, and blue. In an alpha texture, there is a fourth channel, the alpha channel, which defines the transparency of the image, pixel by pixel.

By using alpha textures, you can extend the range of effective graphic tricks you can perform with DesignWorkshop, especially for live walkthroughs and animations. Alpha textures are great for representing materials holes and/or complex outlines.

Alpha textures can be applied to geometry using mappings just like standard textures, tiling or full-face. A tiling alpha texture provides a good way to show a continuous material with lots of holes, like chain-link fencing. A full-face alpha texture is useful for showing a single image with complex edges, like a fully-detailed photographic tree.

Got it?

The word "transparent" is key here.

-dB
 
Ok guys, I tried this on my X800XT in Dawn of War: Winter Assault and it caused alot of visual distortion. It seemed like the weapon fire effects were stretched across the whole screen... kinda freaky really.
 
Aaron_ATX said:
will someone define an "alpha texture" please.
.

the are applied after anti aliasing by the GPU, which is what this is for, it goes back over
 
mrhemmy said:
the are applied after anti aliasing by the GPU, which is what this is for, it goes back over

Not exactly.

It's just that the standard from of anti-aliasing only works on the edges of polygons. Which means that it doesn't antialias the textures. So transparent textures, which are used alot for fences, trees, railings, etc., don't get smoothed out, so you end up with a mostly smooth image with some areas of glaring jaggies.

The big advantage to only doing edge antialiasing is the huge performance advantage. Less work, more FPS. Now with this adaptive antialiasing it seems that the transparent textures are being selectivly antialiased, which is of course going to incure a performance hit.

-dB
 
millerpa17 said:
so is there a frame rate hit for using adaptive aa over normal aa??

im pretty sure there is because without adaptive, the alpha textures are not being AAd. so it depends on how much alphas there are on the screen. if there are few you may only notice a small drop but if the screen is packed with alpha textures your fps may melt to low
 
Framerate hit seems to be low in CS...about 10fps give or take... not sure in other games...
 
Jbirney said:
Shows you just how good that R300 core was if it can still do tricks like this :)

And gives more fuel to the "x800 that ATI has made is just a heavily modified R300 core." fire I often see.
 
Nuzzles said:
And gives more fuel to the "x800 that ATI has made is just a heavily modified R300 core." fire I often see.

Well "DUH" is one way to reply :) But yea most poeple knew that it x800 cores were very close to the R300 ones in design...
 
Yes, works very well. Looks awesome. Not too big of a performance hit so far on HL2. I like it :). Don't forget to add that one ASTT string with a value of 1.
 
For some reason, I can't get it working. I changed the ASTT_NA value to 0. The option shows up in CCC. But I can't add an ASTT string in the registry since there is already an ASTT binary of value 31 00. My registry looks exactly like this guy's here. http://www.gaeugf.ch/ted/reg.jpg
I'm in the right place in the bios since its showing catalyst version 5.9. What am I doing wrong? I also tried the ATI tray tool. I have an option to enable adaptive, but it doesn't seem to be working either... :confused:
 
HL2 is definitely using the settings in CCC (ex. 4xaa) but adaptive is definitely not on (comparing screenshots of fences).. They look like Apple740 's when adaptive is NOT enabled...
 
Sparrow,

dont know what to say as my setting was a 0 and it was easily changed. From what I have heard ATI plans to support this in all R3xx card and up as soon as they get some of the bugs worked out.
 
You guys should be using ATI Tray Tools. It enables the Adaptive AA without manually having to hack the registry.
 
Well, I finally got it Adaptive working with ATI Tray. Never did figure out what I did wrong in the registry, but whatever. The problem was that CCC was over-riding my Ati tray settings. Anyone know how enable temporal AA in Ati tray?
 
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