AA/MSAA support

For discussion about Trine 3: The Artifacts of Power, released in 2015 for Windows, Mac and Linux. Is also available for PlayStation 4.
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Kein
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AA/MSAA support

Postby Kein » Thu Apr 23, 2015 7:53 pm

Where is MSAA, guys?
I remember original Trine 1 and 2 supported SGSSAA (flag 0x000010C1) with almost no artifacts or issues, but Trine 3 does not support SGSSAA at all (results in missing polygons) and OGSSAA modes (msaa + SSAA, 12xS,16xS,32xS. etc) are absolutely unoptimized on the engine and reduce FPS by 7-10x times.

Trine 3 by default offers 2-4x SSAA + FXAA, but it's results leave to wish the best (not even mentioning SSAA requires more resources than MSAA + SGSSAA).

Borc
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Re: AA/MSAA support

Postby Borc » Thu Apr 23, 2015 9:31 pm

I doubt we will see official MSAA support in Trine 3. Easier implementation for them might be some cheap Temporal AA solution like SMAA T2x which doesn't need MSAA.

Zybex
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Re: AA/MSAA support

Postby Zybex » Sun Apr 26, 2015 1:23 am

The effects similar to MSAAx4 or x8 in games using forward rendering, could be achieved by using downsampling (Nvidia DSR for example), which means running a game at 2160p and displaying it at 1080p. It would require lots of GPU power, but at least it would give you what you want. Did you try it?

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Kein
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Re: AA/MSAA support

Postby Kein » Sun Apr 26, 2015 10:50 am

Zybex wrote:The effects similar to MSAAx4 or x8 in games using forward rendering, could be achieved by using downsampling (Nvidia DSR for example), which means running a game at 2160p and displaying it at 1080p. It would require lots of GPU power, but at least it would give you what you want. Did you try it?

SSAA (screen-space AA/super-sampling AA) is essentially downscaling/DSR, so what the point?

Also, you will never achieve something like MSAA 8x unless you downscale at least from 4k.
Last edited by Kein on Sun Apr 26, 2015 11:54 pm, edited 1 time in total.

Zybex
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Re: AA/MSAA support

Postby Zybex » Sun Apr 26, 2015 11:17 pm

Kein

2160p = 4K
And SSAA isn't exactly the same as DSR, look here:

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Kein
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Re: AA/MSAA support

Postby Kein » Sun Apr 26, 2015 11:53 pm

Zybex wrote:Kein

2160p = 4K
And SSAA isn't exactly the same as DSR, look here:


I was talking about actual 4k, i.e. 3x-4x multiply factor from base res.

And do not use youtube video to understand how different AA methods works, use at least wikipedia, it links original sources and explain basics:

This is achieved by rendering the image at a much higher resolution than the one being displayed, then shrinking it to the desired size, using the extra pixels for calculation. The result is a downsampled image with smoother transitions from one line of pixels to another along the edges of objects.

http://en.wikipedia.org/wiki/Supersampling


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