Joined: 16 Oct 2004, 18:40 Location: I still have more posts than you.
Have there been any recent developments?
I came here to ask out of curiosity if you guys have implemented FXAA or anything similar. I haven't updated my copy of Spring in a while so I'm just curious.
If not, I think it would be a super-duper addition to the engine, and relatively easy to implement since it's basically just a post-processing shader like bloom... IIRC... so probably wrong.
Before you get your shits in a twist, I know "FXAA" is probably a trademarked brand name copyright GREAT-SATAN-MICROSOFT-DIRECTX thing. The underlying technique itself is well documented and could be adapted... that's what I'm suggesting.
Changed my email address a while ago. It looks like there have been some notifications waiting for me that I should attend to.
edit: Oh wow, the butthurt is strong with this one. I'm doing what I can to get the listing closed. From what I can tell, I didn't even start the listing to begin with so I may not get immediate results. Apparently it's causing some confusion so I'll do my best.
Last edited by Caydr on 22 Jun 2012, 00:41, edited 1 time in total.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Caydr wrote:
edit: Oh wow, the butthurt is strong with this one. I'm doing what I can to get the listing closed. From what I can tell, I didn't even start the listing to begin with so I may not get immediate results. Apparently it's causing some confusion so I'll do my best.
I didn't care about there being an AA listing so much as the fact that there was no content there and it makes the rest of us gamedevs look like idiots.
If there had been any content at all that would have been something...
Joined: 10 Sep 2008, 02:11 Location: In search for TheTruth (TM)
Post-process AA techniques could be called hacks, sure, but they make it possible to do AA with a deferred renderer, plus they're blazing fast. SSAA looks nice, but it increases render times quadratically since it's essentially just increasing the size of the display buffer and then scaling down. The PP AA techniques also have the added advantage of not hogging massive amounts of video card memory.
SMAA looks good for everything but pixel shifting/walking in the distance - when they show real-game scenes, only the CSAA/SSAA 16x filters get it right.
It's really distracting to have artificial motion in the background :)
Joined: 16 Oct 2004, 18:40 Location: I still have more posts than you.
Managed to recover the moddb account. Can't delete the listings entirely as they have no mechanism for this but I think I changed it to be a historical anime MMO based on the Starcraft engine for DOS and released in 1980 or something of that nature, also archived it, changed the name, deleted the description, notified the administrators that I'd appreciate them deleting it, etc. Done everything I can, I hope it doesn't result in any further headaches.
Yes, any future versions of AA will have a combination blur/bloom/HDR filter assuming I can program one. Does this engine understand javascript or will I need to use perl? Thanks.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
FXAA may be an ugly hack, but it looks really great and unless I'm mistaken is fairly light on system resources (is this correct?).
Would adding something like FXAA be difficult to add to the engine? It would really help the polish imo (the edge blurring really helps with looks).
The reason I mention this is, I was playing GW2 which as many of you prolly know just came out. I had basically everything cranked to high with no AA. The edges of stuff looked really crappy. Normally I will run 2xAA just to take the bite out of it, but I noticed that the option in this case was FXAA. I enabled it and omfg, the difference was amazing. In fact, I'll post some screenies to show what I mean.
As you can see, the difference is HUGE! The game looks really cruddy w/o it.
My main point is that if it wouldn't be super tough to add, it would be really neat to have. And as pointed out earlier, the statement that it turns everything to blurry crap is silly.
Still as always it is just another option and needs to be balanced with all the others (e.g. edge detection, contrast detection, MSAA, temporal filtering, ...).
Forb, I do not get why the FXAA is tuned so that it blurs texture detail on flat surfaces. Imo the large areas like the road seem like they were rendered one mip level higher with FXAA than the normal ones. Sure the edges are smooth, but so is everything else.
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