We spent a LOT of time working on getting standard anti-aliasing working properly, and discovered the same thing that all over UE3 devs using DX9 discovered, with the way the deferred rendering works in the engine you get artifacts around objects in the game world. In this picture you posted:
[url]http://i.imgur.com/qr3l4.jpg[/URL]
If you look at the bolt on the rifle, and then just right of that you can clearly see the white outline artifacts. In that image they aren't too bad, but they can get MUCH MUCH worse depending on the scene (where sometimes a lot of objects have a thick white or thick black outline).
As such that is why we went with FXAA, MSAA. In the future if we upgrade to DX11, then it will be possible to do standard AA without these side effects.
things getting a white outline and more jagginess depending on the situation.
We spent a LOT of time working on getting standard anti-aliasing working properly, and discovered the same thing that all over UE3 devs using DX9 discovered, with the way the deferred rendering works in the engine you get artifacts around objects in the game world. In this picture you posted:
http://i.imgur.com/qr3l4.jpg
If you look at the bolt on the rifle, and then just right of that you can clearly see the white outline artifacts. In that image they aren't too bad, but they can get MUCH MUCH worse depending on the scene (where sometimes a lot of objects have a thick white or thick black outline).
As such that is why we went with FXAA, MSAA. In the future if we upgrade to DX11, then it will be possible to do standard AA without these side effects.
We spent a LOT of time working on getting standard anti-aliasing working properly, and discovered the same thing that all over UE3 devs using DX9 discovered, with the way the deferred rendering works in the engine you get artifacts around objects in the game world. In this picture you posted:
http://i.imgur.com/qr3l4.jpghttp://i.imgur.com/qr3l4.jpg
If you look at the bolt on the rifle, and then just right of that you can clearly see the white outline artifacts. In that image they aren't too bad, but they can get MUCH MUCH worse depending on the scene (where sometimes a lot of objects have a thick white or thick black outline).
As such that is why we went with FXAA, MSAA. In the future if we upgrade to DX11, then it will be possible to do standard AA without these side effects.
From what I've seen running 8xQ Multisampling, any of the graphical "ugliness" is minimal at best, and the game feels far "smoother" than with any of the in-game AA options. The occasional jerkiness I would get with any of the FXAA/MLAA modes is gone, and the picture looks far better in my opinion.
Obviously TWI had their reasons as outlined by Ramm, but to think it looks like "donkey-dung" is an exaggeration imho; maybe as I keep playing I'll be proven wrong though .
ahh, that's why the menu's are screwy when you force MSAA. that way we're forced to play with FXAA/MLAA ... it's all making sense now.It has one nasty side effect though. Sometimes that white outline artifect that he was talking about will basically... Outline enemy players for you. I seen it happen few times when I was trying out 8x CSAA. That would affect the gameplay way too much.