Why not, say, FXAA or SMAA (Sub-pixel Morphological Anti-aliasing)? Both work as good, low-processing-cost AA via a post-process, either integrated into the game or as a injected effect via the NVIDIA Control Panel (although this only does FXAA) the AMD-approved RadeonPro application, depending on your graphics card, or a third-party injector. That way, you can still have anti-aliasing without needing to implement MSAA yet or worry about having a deferred renderer.
However, since both FXAA and SMAA do tend to blur the image - especially FXAA, which, when not tweaked or integrated directly into the game engine, can blur text as well - I'd definitely say NOT to jump into it as the defacto AA technique for in-game screenshots without doing some careful comparisons.
actually i can't answer to your question, because i'm not doing the render, if skyloader/griphoon or utaker appears here, they will surely explain things.
but we just tested r3_msaa and it works fine :) that feature is dx10 limited, but works on all cards, doesn't matter if you have nvidia or ati-amd.
Was just testing it out on vanilla SHoC there; SSAA in Catalyst does about as good of a job as downsampling on Nvidia, pretty easy on performance too considering the massive visual improvement. Forced AA on Nvidia looked kinda shoddy with a ridiculous performance hit anyway. I just switched from 660ti to an R9 290, taking a while to get used to these drivers lol.
The shading. It really does do something to me. I love it. While I know you're working on it, some AA would've been sublime in this shot.
we will implement r3 msaa soon, otherwise antialiasing is only available if you force it on the nvidia control panel (but i have ati card).
Why not, say, FXAA or SMAA (Sub-pixel Morphological Anti-aliasing)? Both work as good, low-processing-cost AA via a post-process, either integrated into the game or as a injected effect via the NVIDIA Control Panel (although this only does FXAA) the AMD-approved RadeonPro application, depending on your graphics card, or a third-party injector. That way, you can still have anti-aliasing without needing to implement MSAA yet or worry about having a deferred renderer.
However, since both FXAA and SMAA do tend to blur the image - especially FXAA, which, when not tweaked or integrated directly into the game engine, can blur text as well - I'd definitely say NOT to jump into it as the defacto AA technique for in-game screenshots without doing some careful comparisons.
actually i can't answer to your question, because i'm not doing the render, if skyloader/griphoon or utaker appears here, they will surely explain things.
but we just tested r3_msaa and it works fine :) that feature is dx10 limited, but works on all cards, doesn't matter if you have nvidia or ati-amd.
Was just testing it out on vanilla SHoC there; SSAA in Catalyst does about as good of a job as downsampling on Nvidia, pretty easy on performance too considering the massive visual improvement. Forced AA on Nvidia looked kinda shoddy with a ridiculous performance hit anyway. I just switched from 660ti to an R9 290, taking a while to get used to these drivers lol.
forcing 4xmsaa in control panel on top of 2880*1620 downsampled is just heavenly beautiful.
it will be jawdropping on lost alpha!!! I can't wait *:D !!!!!!
I'm sure it will look amazing nonetheless of the resolution!
But while we're at it, 4096 × 2160 would be the bare minimum for something like Lost Alpha, that's for sure! :D
Nice glove texture...O wait i think i am missing the point here.
Incredible!
This is beyond awesome. MSAA is truly a dream come true. Does this mean the grass draw distance can be extended even more?
Dez, can you tell what is the meaning of texts in red on the picture (esp. interpolating between server and client objects)?
Liked how LA was few years ago and like how it is now! Keep the brilliant job going!
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