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Developer claims FXAA + MSAA is the wrong way

ljbade

Limp Gawd
Joined
Feb 17, 2010
Messages
261
A while ago I read an interesting article from the NVIDIA FXAA inventor, Timothy Lottes - http://timothylottes.blogspot.de/2012/10/skip-msaafxaa-instead-use.html

In the article he shows that using FXAA + MSAA is the wrong thing for game developers to do, instead he reccomends games directly implement a version of TrSSAA.

FXAA was not designed to do a good job when applied over MSAA or other multi-sample techniques like TXAA. FXAA adds some rather bad artifacts in those cases.

I notice in the Warfighter review that the game uses FXAA + MSAA instead of the TrSSAA.

What are your views on this? I assume a game directly implementing TrSSAA should get better performance than the driver override due to the tweaking possible.

Should Battlefield 3 + Warfighter be patched for TrSSAA support?
 
I would love for games to have that.

But:
Nowaways, transparent textures aren't the only source of aliasing. Specular aliasing is a big problem that is not solved by TrSSAA. Either you go FXAA/MLAA/TXAA (either doesn't work well or is blurry in case of the latter) or you use OGSSAA (bad image quality/performance ratio) or SGSSAA.

Ingame-SGSSAA, maybe applied to select objects and portions of the image would be the best thing imo. MSAA for the rest.
 
I would love for games to have that.

But:
Nowaways, transparent textures aren't the only source of aliasing. Specular aliasing is a big problem that is not solved by TrSSAA. Either you go FXAA/MLAA/TXAA (either doesn't work well or is blurry in case of the latter) or you use OGSSAA (bad image quality/performance ratio) or SGSSAA.

Ingame-SGSSAA, maybe applied to select objects and portions of the image would be the best thing imo. MSAA for the rest.

The technique he describes could also be used for specular AA, it would result in a bigger performance hit though. Basically all surfaced with specular aliasing would be super sampled too, but clever programming could reduce this to only the edge pixels.

EDIT: But I don't see why any game using DX11 does not add this since it would only require a few more lines of code.
 
Good to know.
Why? Budget issues, laziness, devs don't know/care about aliasing, it doesn't benefit consoles etc.
 
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