BeigeAlertTexasJoin Date: 2013-08-08Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
Personally, I don't understand what all the fuss is about. FXAA works alright for me. The biggest complaint I see is people complain about textures getting blurred by it... what does that mean??? I don't see any texture blurring in NS2 when I use FXAA.
FXAA is a post processing effect and so it analyzes the pixels on the screen to apply the effect rather than the 3d models themselves.
Essentially this allows great performance (in most cases) but things do not always look very sharp.
I understand how it works, I just don't quite see what the problem is. Stuff in the distance gets a little aliased, but I don't see the textures "blurring" as I've seen so many people complain about.
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
The biggest difference between the two is edge analysis and rotation. FXAA is excellent at handling static geometry, not too mention it's speed. Where as SMAA is hugely better at handling arbitrary angles that change frequently (games). The drawback is performance, SMAA is more intensive. However, some great improvements have been made to this method's efficiency over the years.
To put it in simple terms, SMAA is better had handling aliasing of objects that are moving (regardless of camera position). I am planing on using the SMAA T2x variation. One of the best improvements is the usage of precomputed data, reducing the need to perform all of the image-space calculations evey frame.
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
I haven't yet had a chance to plow into this. I do want to though. I feel better AA is one of those polish touches that Spark has needed for a long time. This is just a polish item, so it's a low priority. And yeah, it was on another Trello Board...at one point the CDT had many boards...which proved silly, so we condensed everything into one.
Comments
FXAA. I think this has been suggested before, it didn't make the high priority list. Lemme see if I can find that thread.
EDIT: Here ya go! http://forums.unknownworlds.com/discussion/121889/smaa-the-quest-for-better-anti-aliasing/p1
Essentially this allows great performance (in most cases) but things do not always look very sharp.
I understand how it works, I just don't quite see what the problem is. Stuff in the distance gets a little aliased, but I don't see the textures "blurring" as I've seen so many people complain about.
To put it in simple terms, SMAA is better had handling aliasing of objects that are moving (regardless of camera position). I am planing on using the SMAA T2x variation. One of the best improvements is the usage of precomputed data, reducing the need to perform all of the image-space calculations evey frame.
Demo vid:
http://vimeo.com/31247769
https://trello.com/c/jm5lVMYA/