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Anti-Aliasing
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File: aa.png (3 MB, 1920x1080) Image search: [Google]
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Am i the only one who hates this shit? Anti-aliasing makes games look so fuzzy and shit even when it's done right like pic related.

Aliasing is what makes games look... gamey.

Opinions?
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Troll or retard I can't tell. Must be a console peasant.
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Yeah stuff like fxaa is nasty. Msaa or downsampling is fine though.
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That type of AA is most likely FXAA or MLAA, which uses a type of blur filter to make things less jaggy

Super Sampling or MSAA actually draws lines closers and gets rid of jaggies
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>>338362860
I can't say I share the same opinion. It seems like you have nostalgia for past games. At least you're almost always given the chance to completely turn off AA.
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>>338362860
t. consolefag
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You've either only seen AA through Youtube videos, only seen FXAA, or are getting creative with your baits.
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There are different AA filters out there. The one in OPs pic looks like junk. No wonder it looks fuzzy to OP. Proper AA doesn't look fuzzy.
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>>338362860
>even when it's done right like pic related

And how was it done in that pic?
The best AA solution is downsampling + SMAA.
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>>338363351
Why add SMAA?
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>>338363615
Because even at 4k there are still noticable jaggies.
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>>338363694
Why not use MSAA instead?
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>>338363039
what exactly is the difference?
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>>338362860
Agreed. I always disable AA.

Always have been, always will be.
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>>338363745
Because it requires a fuckload of more resources for similar results.
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>>338363796
Msaa puts more different colours into each pixel 2x splits the pixel in half with two colours, 4x into qudrants etc resulting in a smoother image

downsampling runs the image at a higher resolution with more pixels jammed into it but each individual one only displays one colour
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>>338363849
I thought we were trying to get the absolute best results regardless of cost.
If we factor in cost then I'd say MSAA 4x deos the job.
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>>338363829
at least someone gets it
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>>338363796
Msaa detects edges that need treatment and renders them at higher resolution. Fxaa slaps blur on them.
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>>338363796
>>
ITT: nerds being losers
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>>338364036
t. consolecuck
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>>338364098
i game on mac
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If we had a game that tracked eye movements and anti-aliased assets at a depth you're not focussing on; I'd be okay with it. IE: Something that emulated real POV vision.
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>>338363796
Postprocess AA detects the edges after they have already been drawn and literally blurs them.

It's an AA solution made for poorfags.
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>>338362860
>>338363829
>>338363934
ok then disable it
but remember, nobody gives a shit about your opinion
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>>338364208
Foveated rendering is becoming more interesting now that HMDs are a thing. Expect to see it in the next decade.
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>>338364208
https://www.youtube.com/watch?v=Qq09BTmjzRs
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The sad part is that this thread will get 400+ replies.

This summer is going to be rough I can already tell it.
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>>338364025
no aa objectively looks better in that pic
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>>338364330
A lot of people are going to treat it as a general AA discussion. That's how threads are started here; you shit in the middle of the board and people gather to discuss around it.
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I just play at 720 downsampled from 1080 native resolution with anti aliasing on.

I love me some vaselin filter, it has that comfy and warm n64 feel to it. Everything looks too sharp otherwise and the pop in is less noticable.
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>>338363927
>MSAA 4x deos the job
That would be downsampling in 4k on a 1080p monitor, which is still not enough.
And yes costs/efficency are always a factor in real world application.
Also not all games work with MSAA, in some older games it's a pain in the ass to set up.
My solution works in almost every 3D game on dx9 to dx11 and is as easy as picking a higher resolution and pasting reshade into the folder of the game .exe file.
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>>338363796
FXAA is a post process effect that is applied after the imahe is rendered. It blurs the image and "hides" the edges.

SSAA is basically rendering at a higher resolution and displaying it in a lower resolution viewport. So if you played at say at x2 the native resolution of your monitor, each pixel will receive the data of 4, blending the colour of each and resulting in a more accurate image

MSAA is similar to SSAA but it is only applied where edges are most noticeable. Consider it as downsampling in local areas

No idea what SMAA does though

Notice that SSAA and MSAA has a bigger impact on performance than FXAA since these two are applied during the render instead of afterwards
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Always prefer No AA, I don't like it. But some games are unbearably laddery even at very high res downsampled.ds3 i'm looking at you!

On that note, anyone know why some renders work fine without AA and other always look bad at any resolution?
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>>338363910
>>338363941
thanks, i'll have to experiment around with that
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shader level AA are mostly terrible / cheap, some game engines such as the one in dehr is restricted as it uses deferred rendering
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>edge aa
>done right
bitch the only aa worse than this one is fxaa
nice bait tho i replied
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>>338364584
You realize downsampling is a form of AA, right?
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>>338364559
k
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>>338364551
Damn, is this a mod or a HD texture pack? I want to replay VtM:B soon and am looking for something fresh.
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>>338364691
not exactly, it has same side result besides looking better in general, but actual AA solutions do things differently as far as I know
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>>338364772
looks like vanilla textures to me just at high resolution
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>>338364772
The only additional effect is forced HBAO+, everything else is vanilla.
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>tfw my gpus were always shit, so I just play with AA off all the time
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>>338364792
If AA is a side result, then what is the main objective?
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Buy a better monitor
2560x1440 looks better without AA than 1920x1080 with maximum AA
At 4k you basically don't need any AA
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>>338364983
shove more pixels into smaller screen resolution
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>>338365045
What for?
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I am more concerned with AA being forced into fonts. It makes sense in some cases, for example large font sizes like 72 pt and on devices with high pixel per inch displays like phones.

But, what is with this fucking shit where we are adding a blurry pixel next to a font that is only 1-2 pixels wide? Did no one realize how stupid it is to draw 33-50% of your characters as blurry? The worst part is that devs are forcing it in many cases, and modern font designers are assuming it is on. A lot of modern fonts are nightmares to look at with AA off. Pic related, it is what a modern shit font looks like if you have AA turned off.
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>>338364252
How much pussy are you getting for yours, champ?
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>>338364724
You asked, dipshit.
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Why do modern games only support blur-tastic AA methods like FXAA, MLAA, TAA, etc.
It's like covering your monitor in Vaseline.
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>>338365478
Lazyness.
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>>338362860
Post-processing AA is a cheap way to hide jaggies and can sometimes result in loss of detail, like in your pic. It's part of the reason why I don't like using ENB for games like NV, the default MSAA looks so much crisper and I hate having to disable it, so I use alternatives like ReShade and SweetFX. Still, ENB is the only way to add world shadows, so it all depends on how you prioritize these things.
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>>338365478
MSAA doesn't play nice with deferred rendering, which is what most engines use these days.
It's also much less performance-intensive so it satisfies the console-tier PC players who are too blind to tell the difference.
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>>338363351
>try to downsample HR from 4k
>ui gets smaller than an ant.

Fuck I really want to downsample HR but its fucking up the game.
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>Huge performance hit for something that doesn't even matter, especially at 1080p or higher
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>>338365821
I'll take "Shit consolefags say" for $300
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>>338365762
>Getting steam messages when downsampling
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>>338363796
Think the F in FXAA as meaning "fast", which means it's cheaper, and thus shittier.

Sent from my iPhone
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>>338365821
Again, it depends on what method you're using. SMAA does a nice job of hiding jaggies without affecting performance whatsoever.
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Thanks for reminding me that I need to play Dark Souls in 4k or some shit.
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Someone give a rundown of all types of AA, please.
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>>338366106
https://www.reddit.com/r/Games/comments/1rb964/antialiasing_modes_explained/
>inb4 leddit
First link in google, these are all the common ones.
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>>338366106
http://pcgamingwiki.com/wiki/User:Blackbird/AA_Test
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>>338365960
>filename not "Do you crave my mcnuggies?"...
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>>338362941
I loled
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>>338363351
>that aliasing

Yeah OK anon. Temporal Supersampling is considerably better.
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>>338365114
for better distribution of information
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>>338366832
Temporal AA can either look AMAZING or terrible depending on how it's implemented. It looks great in UE4, Snowdrop, Frostbite 3, and cryengine 3.

It was substandard in assassin's creed unity though.
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>>338362860
Here is your (You).

Now piss off.
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>>338362860
It looks "gamey" either way, it's a fucking video game you dumbass.
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Remember when games had more AA options than SMAA or FXAA?

Downsampling is the only way to get proper AA nowadays.
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>>338363052
Did someone do a benchmark style comparison with V-sync on???
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>>338362860
You're retarded.

If you don't like the fuzzies then use a scaled resolution. DSR/VSR.
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>>338365478
Because MSAA is basically useless with modern rendering techniques.

>>338369803
Yeah, but the thing is, it's because MSAA is now useless.
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>>338362860
I remember they had a really neat AA technique in Ryse: Son of Rome. TAA I think it was. Why isn't that used in more games?
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AA is a thing of the past. It made sense in the early days of 3d video cards, when textures where very low res, and single pixels where clearly visible as huge squares. AA made this into huge round and fuzzy blobs, which according to some "looked better".

Nowadays AA is just used to reduce FPS to justify new graphics cards purchases.
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>>338362860
I run games at 1440p, and I don't use AA. because the pixels are small enough for it to not be an issue
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>>338367429
The thing about temporal AA is it always looks shit in screenshots due to how it works.
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AA is my favorite graphical setting since turning it off let's me play games. I also render at 720p so jaggies are inescapable
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>>338362860
>Edge AA
>done right
That's retarded. I do hate most forms of AA though. They're basically blur filters.
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>>338362941
Yeah, enjoy you undertale, while us play our bloodborne
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this is some retarded shit i bet yall wear glasses blind fucks
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>>338362860
t. consolebabby
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Does down-sampling provide any advantages other than AA?
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To anyone who doesn't notice AA. Go play or watch some gameplay of GTAV on 360.
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>>338362860
theres a difference betwen SSAA MSAA and supersamling

those are all methods to do AA, SSAA does make the game look blurry
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>>338375781
It's literally rendering the picture at several times higher resolution than your native screen, I think you can answer that question yourself.
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>>338364551
I'm playing Bloodliens right now. It's pretty much impossible to get rid of jaggies. I am running the game at 2560x1440 with x8 EQ edge detect supersampling anti aliasing and they are still very prominent.
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>>338364357
Take a close look at the top of the white building.
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Which preforms better, down sampling or AA? Which looks better?
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>>338376509
Post pics.
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>>338376023
Um... how does one down sample?
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>>338375249

I have peasant conoles and pc master race so I can play all and only ps4 has bloodborne
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>>338377717
http://www.tested.com/tech/pcs/454383-aliasing-be-gone-how-downsample-pc-games/
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>>338377717
It's in the graphics control panel. Called either DSR or VSR, will let you enable resolutions higher than your monitors in games.
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>>338364559
Thanks
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>>338375850
I played GTAV on the PS3. Does that count.
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>edge AA
>not using SMAA or MFAA
Thread replies: 101
Thread images: 22

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