Deferred or forward rendering?


(beute) #21

[quote=etek;266279]wrong. Multisample aa is the best looking aa. Morphological is faster but hardly comparable in terms of quality. Reconstructive aa is better looking than morphological, has a fixed processing time, but still not as good as multisample. And no, you can’t multisample with a deferred renderer.

How did toms pull out comparative pics from sc2 with multisample aa is astonishing, since it uses a deferred renderer.

Maybe you should check some technical documentation, instead of relying on clueless journalists.

http://research.nvidia.com/sites/default/files/publications/i3d11.pdf[/quote]

ssaa > msaa

:wink:


(MrX) #22

No u are wrong.The new unreal engine 3 tech demo which runs in dx11 supports msaa in deferred rendering pipeline.They actually pointed out that.SSAA is better than MSAA cause ssaa passes all the texture 4 times.Mssaa passes the edges only.They forced the settings from the control panel of ati.In order not to have mssaa ruining the texture u use anisotropic filtering with it and the image quality is very good


(system) #23

First you say sraa is the best looking but more time consuming which is exactly the other way around. now you talk about supersampling. Which is it? An link about the new unreal engine?


(Mustang) #24

This would be pretty sexytime
Although it was never said that Brink will have MSAA
I’d be interested to know what it’ll be running with


(system) #25

[QUOTE=beute;266315]ssaa > msaa

;)[/QUOTE]

We were talking about multisample, reconstructive and morphological.


(master[mind]) #26

[QUOTE=Etek;266043]Isn’t the game supposed to launch in two months? You guys haven’t finished optimizing it?

How can you use deferred rendering with multisample. THIS I’m curios… SRAA is the only viable option[/QUOTE]

The wiki article commented on DX10 allowing the hardware to access every layer in the deffered shader meaning you can apply MSAA on each buffer used. That would be one way.

It used to be that SSAA was considered the best, but with the quality of current MSAA and TAA(OS 8x), it’s proved to be horribly unoptimized(4x OS with a downsize? At 2560x1600 that is insane) I haven’t had too much experience with RSAA or MorphAA but MSAA would be the best option since it happens to be a hardware feature. That equals performance. But if it’s not supported by the engine, how do RSAA and MorphAA compare?


(MrX) #27

It was a typo in the first post.I was always talking about ssaa against msaa.
Here is a link to some screenshots:http://www.neogaf.com/forum/showthread.php?t=423262

And here is the video :http://www.youtube.com/watch?v=n3XeCHywNYM&feature=related


(system) #28

Ok, where in the article do they talk about MSAA on a deferred renderer? I see only two screenshots that look almost the same, one with MSAA off, one with MSAA on. That doesn’t mean MSAA works with a deferred renderer, they can use a forward renderer for screenshots to show the difference between MSAA on and off.

Can someone explain to me how can one use MSAA with a deferred renderer, when deferred shading is a POST process?


(MrX) #29

[QUOTE=Etek;266622]Ok, where in the article do they talk about MSAA on a deferred renderer? I see only two screenshots that look almost the same, one with MSAA off, one with MSAA on. That doesn’t mean MSAA works with a deferred renderer, they can use a forward renderer for screenshots to show the difference between MSAA on and off.

Can someone explain to me how can one use MSAA with a deferred renderer, when deferred shading is a POST process?[/QUOTE]

Check this:http://m.ign.com/articles/1153284


(system) #30

Ok, Is there anywhere an article about how they do this or a developer actually talking about it? I’m very skeptical when it comes to journalists ‘reporting’ something.


(MrX) #31

They are not saying.Like its a patent or something .Probably they say more on e3.