Update:
I'm posting comparison pics from the RO2 editor from the second page of this thread here so they don't get lost and people just skipping through see them:
The downsampling is done with the "tiledshot" console command and then scaling with a picture editor. Please open them fullscreen to truly see the difference. Look at the tree in the back on the right and the power lines running to the church, a lot of detail gets added when you are downsampling from a higher resolution.
As an added benefit the image gets a lot calmer in motion, no more shimmering and crawling edges, see the two youtube videos (again, select good quality and fullscreen):
1920x1200, no AA:
http://i.imgur.com/GN7J6.jpg
1920x1200, MLAA Ultra:
http://i.imgur.com/UFpb7.jpg
1920x1200, downsampled from 3840x2400:
http://i.imgur.com/93b8b.jpg
Videos:
Check out this video of to see what SSAA can do in regard to flickering opposed to MSAA, let alone FX- or MLAA which are worse than MSAA by a magnitude.
Please use HD and fullscreen, look at the roof on the top left and the runway in the middle.
www.youtube.com/watch?v=gn8EPiiPpMQ
Here's a comparison between MLAA and SSAA in Dishonored, skip to 6m45s for a side by side comparison. Check the stairs and the gate in the background. Again, HD + fullscreen, you don't play your games in a tiny window and with 640*480, do you
?
www.youtube.com/watch?v=mOhXGgVQFo8&t=6m45s
Original text:
Hey everybody, as most of you know the deferred DX9 renderer of RO2 doesn't play nice with traditional Anti-Aliasing and only has shader-based post-process Anti-Aliasing implemented which doesn't reach the results true AA would.
Let me introduce you to an Anti-Aliasing method that will work with nearly every game, no matter the engine or API used:
Downsampling
Downsampling means rendering the game at n-times the resolution of your monitor and then scale it down to your native screen-resolution, giving a very smooth image.
Example: With a screen-resolution of 1920*1200 and a downsamplingfactor of 4, the game would be rendered at 3840*2400. Your performance in theory would scale linearly to 1/4 of the performance without Downsampling.
Example pictures made by myself with Crysis (view in full resolution):
1920*1200, no Downsampling/Anti-Aliasing:
http://i.imgur.com/Gz2rs.jpg
2880*1800@1920*1200 (2.25 times native resolution):
http://i.imgur.com/tmrM2.jpg
3840*2400@1920*1200 (4 times native resolution):
http://i.imgur.com/G1sd4.jpg
Look at the palm leaves or at the vine to the left to see what difference it makes. Note that even the renderinfo overlay gets smoothed (as well as the HUD, if I hadn't disabled it for the screenshots)
As you can see the performance hit is heavy, but not completely linear on my system. If it was linear, 2.25 DS should give 20.98 fps, 4 DS should give 11,8 fps. Look at my sig for my system specs (nowhere near high-end)(edit: I upgraded my system since I made this post, these screens were made with a HD5770).
DirectX 10 and above have this implemented natively, so if you have a DX10/10.1/11 game that lets you alter your screen-resolution through .inis you can try this for yourself and see how awesomely smooth it looks in motion.
Guide for Crysis:
Implementation in RO2 could work like this (besides the coding, theory explained above):
Put a line in the ROEngine.ini like "DownsamplingFactor=X" and multiply the horizontal and vertical axis of the resolution you selected in the graphics menu by this factor for testing at first and maybe make it an option in the graphics menu later (with a warning about the perf-hit) when it was tested enough.
Thanks for reading.
I'm posting comparison pics from the RO2 editor from the second page of this thread here so they don't get lost and people just skipping through see them:
The downsampling is done with the "tiledshot" console command and then scaling with a picture editor. Please open them fullscreen to truly see the difference. Look at the tree in the back on the right and the power lines running to the church, a lot of detail gets added when you are downsampling from a higher resolution.
As an added benefit the image gets a lot calmer in motion, no more shimmering and crawling edges, see the two youtube videos (again, select good quality and fullscreen):
1920x1200, no AA:
http://i.imgur.com/GN7J6.jpg
1920x1200, MLAA Ultra:
http://i.imgur.com/UFpb7.jpg
1920x1200, downsampled from 3840x2400:
http://i.imgur.com/93b8b.jpg
Videos:
Check out this video of to see what SSAA can do in regard to flickering opposed to MSAA, let alone FX- or MLAA which are worse than MSAA by a magnitude.
Please use HD and fullscreen, look at the roof on the top left and the runway in the middle.
www.youtube.com/watch?v=gn8EPiiPpMQ
Here's a comparison between MLAA and SSAA in Dishonored, skip to 6m45s for a side by side comparison. Check the stairs and the gate in the background. Again, HD + fullscreen, you don't play your games in a tiny window and with 640*480, do you
www.youtube.com/watch?v=mOhXGgVQFo8&t=6m45s
Original text:
Hey everybody, as most of you know the deferred DX9 renderer of RO2 doesn't play nice with traditional Anti-Aliasing and only has shader-based post-process Anti-Aliasing implemented which doesn't reach the results true AA would.
Let me introduce you to an Anti-Aliasing method that will work with nearly every game, no matter the engine or API used:
Downsampling
Downsampling means rendering the game at n-times the resolution of your monitor and then scale it down to your native screen-resolution, giving a very smooth image.
Example: With a screen-resolution of 1920*1200 and a downsamplingfactor of 4, the game would be rendered at 3840*2400. Your performance in theory would scale linearly to 1/4 of the performance without Downsampling.
Example pictures made by myself with Crysis (view in full resolution):
1920*1200, no Downsampling/Anti-Aliasing:
http://i.imgur.com/Gz2rs.jpg
2880*1800@1920*1200 (2.25 times native resolution):
http://i.imgur.com/tmrM2.jpg
3840*2400@1920*1200 (4 times native resolution):
http://i.imgur.com/G1sd4.jpg
Look at the palm leaves or at the vine to the left to see what difference it makes. Note that even the renderinfo overlay gets smoothed (as well as the HUD, if I hadn't disabled it for the screenshots)
As you can see the performance hit is heavy, but not completely linear on my system. If it was linear, 2.25 DS should give 20.98 fps, 4 DS should give 11,8 fps. Look at my sig for my system specs (nowhere near high-end)(edit: I upgraded my system since I made this post, these screens were made with a HD5770).
DirectX 10 and above have this implemented natively, so if you have a DX10/10.1/11 game that lets you alter your screen-resolution through .inis you can try this for yourself and see how awesomely smooth it looks in motion.
Guide for Crysis:
Spoiler!
Ingame, just open your console and type "r_width X", then "r_height Y" with X being your native horizontal resolution multiplied with 2 and Y being your native vertical resolution multiplied by 2.
Implementation in RO2 could work like this (besides the coding, theory explained above):
Put a line in the ROEngine.ini like "DownsamplingFactor=X" and multiply the horizontal and vertical axis of the resolution you selected in the graphics menu by this factor for testing at first and maybe make it an option in the graphics menu later (with a warning about the perf-hit) when it was tested enough.
Thanks for reading.
Last edited: