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SSAO in 3.1 ?

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I think this was done on the release day of 3.0. (about a year ago)

Simple raycast to see if from camara, Camera:Pick() on character.

If false, switch to a material with no depthtest.

 

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I think this was done on the release day of 3.0. (about a year ago)

Simple raycast to see if from camara, Camera:Pick() on character.

If false, switch to a material with no depthtest.

 

 

I like the Fallout models that from the outside of the building it looks normal but once you enter the building the roof becomes invisible and you can see your character within the building.

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FXAA and other postprocess antialiasing has its uses - the quality decrease (especially with more recent techniques like smaa) isn't a lot and they're pretty much free compared to the rediculously expensive MSAA

 

 

postprocess AA certainly isn't outdated by any means... considering MSAA is older by far and relies on a fancier means of bruteforcing samples

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and they're pretty much free compared to the rediculously expensive MSAA

 

Didn't know ? so it can be lot less expensive than MSAA for approximative same results ?

 

 

postprocess AA certainly isn't outdated by any means... considering MSAA is older by far and relies on a fancier means of bruteforcing samples

 

BruteForce, means not optimized so ...

 

Let's ask other anti aliasing techniques for LE 3.2 sleep.png

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yes because essentially what SSAA does is take multiple rendering samples per pixel so for example with 2x SSAA, you'd take 2^2 samples for every pixel (representing 2 samples in both axes), so every displayed pixel will be an average of 4 sampled subpixels

 

it also means that it'll (in its most basic form, that is - MSAA is an optimized implementation of SSAA, described above) actually be rendering 2^2 the amount of pixels which obviously very expensive (and then you get to 4x, which is 4^2 = 16 samples and 8x is 8^2 = 64 and whoa!!! suddenly you're rendering your depth and stencil buffers at 15360x8640 instead of 1920x1080)

 

 

on the other hand, postprocess AA like FXAA / SMAA aren't really AA, it's a bunch of clever assumptions to smoothen / blur out detected edges after the initial rendering process (hence the term post-process). It's very fast because it's a rather efficient calculation done after the rendering process, so at most the amount of processed pixels is equal to your native resolution (so for a rendering resolution of 1920x1080, it'll always be 1920x1080 - it's actually impossible to change this because.... you've rendered your scene already). The only bad part is that it's never going to be true AA - it only seeks to imitate its end result........ It gets very close, though (especially for its great performance gains!):

 

aa_comparison.jpg

FXAA and SMAA are two postprocess AA techniques, MSAA is, well.... MSAA.

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FXAA and other postprocess antialiasing has its uses - the quality decrease (especially with more recent techniques like smaa) isn't a lot and they're pretty much free compared to the rediculously expensive MSAA

 

 

postprocess AA certainly isn't outdated by any means... considering MSAA is older by far and relies on a fancier means of bruteforcing samples

Post-process edge blurring is really bad at rendering fine details like power lines, for example, because it is trying to create more information out of nothing. SSAA is bad because it requires 4x as many samples for 2x SSAA. MSAA is by far the best quality and speed, and has only become possible with OpenGL 4.

 

Post-process edge blurring was a giant hack because people started rendering to textures for post-processing effects and multisample textures were not supported. This was a feature I was asking Nvidia for five years ago, and they finally got it done now. Be happy we can use real MSAA and not fake tricks.

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MSAA can miss fine detail like power lines as well (and also alpha-tested textures), especially when you have low samples like 2x - in this way postprocess AA can be more reliable as some implementations attempt to recreate that data

 

 

the fact that MSAA is faster than SSAA doesn't mean very much when both are incredibly expensive and are destroyed by postprocess effects in performance

 

 

so yes, it is technically a hack and sacrifices (minimal) accuracy for great speeds - but then again, so is pretty much everything else in realtime rendering. If it weren't so, we'd all be using unbiased renderers with full radiosity calculations

 

... and that would be silly

 

edit:

 

not that i'm ripping on MSAA, it's great if you can afford it... it's just that postprocess AA can do just as fine with a fraction of the cost - MSAA is certainly not the best in speed

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not that i'm ripping on MSAA, it's great if you can afford it... it's just that postprocess AA can do just as fine with a fraction of the cost - MSAA is certainly not the best in speed

 

I agree in that point.

 

--------------------

 

Assassin Creed 4 game :

For Black Flag on PC, Ubisoft has also implemented the SMAA anti-aliasing tech

 

Source :

http://www.fxguide.com/featured/5-things-you-need-to-know-about-the-tech-of-assassins-creed-iv-black-flag/

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Another more detailled explanation

----------------

DSOGaming: Can you share more details about your Global Illumination solution?

LP: Our Global Illumination is based on previous work that was done internally at Ubisoft (deferred radiance transfer volumes), but we improved it greatly. Using the navmesh, we automatically populate our world with thousands of probes. For each probe, we then compute the irradiance for 8 different time of the day. Those computations are done on the build machine GPU, so they are really fast: we can compute thousands of probes per minute. At runtime, on the player machine, we then interpolate these data to get the proper bounce lighting for a given time of day, world position and weather. This bounce sun lighting is then combined with ambient occlusion and sky lighting to achieve a full indirect lighting and a Global Illumination solution. This system works on both current gen and next gen.

 

http://www.dsogaming.com/interviews/ubisoft-talks-ac4-tech-anvilnext-engine-features-global-illumination-dx11-2-amds-mantle/

------------------

Well LE3 is not a team or 3D programmers indeed, i just hope optimisation to be taken more in account in the future.

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Thanks Shadmar.

I just tested and works fine.

Actually it's some "external" download.

Will it be official part of LE3 post effects ?

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Why, so restricting LE3 ? and not propose faster solutions ?

That's really so bad to claim only high graphics without no optimisations ?

Specially when mobile will come back.

--------------

Well it's like that.

 

Thanks again Shadmar :)

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