"Failure is not an option - it comes bundled with the software."
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Query FailedHumus
Tuesday, February 14, 2006

overlord, are you looking at the right place? This supersampling method won't do anything about the polygon edges, if that's where you're looking, but only the specular aliasing on the floor.

tEd
Tuesday, February 14, 2006

i don't understand how 2x SS samples can look better than 11 samples. I would say something is fishy and not working right.

overlord
Tuesday, February 14, 2006

tEd: it's more effective because it runs at about 2 times the speed and produce a better result.
(based on 0 samples with full FSAA compared with 11 samples without FSAA)

Dynamic branching allways results in a framerate of about 1/3 of the one without.

Humus
Tuesday, February 7, 2006

sqrt[-1], late yesterday I noticed I have a bug in the framework that doesn't reenable anisotropic when the device is reset, so that causes it to become a bit blurry instead. I haven't had time to fix it yet, but I'll do that tonight.

tEd
Tuesday, February 7, 2006

i don't see how this is more "effective"

overlord
Tuesday, February 7, 2006

I found it more effective to just push FSAA to max(8xS) on my GF6800ULTRA.

sqrt[-1]
Tuesday, February 7, 2006

On my Geforce6 I found that the aliasing artifacts went away if I resized the screen by one pixel.

I don't think this is any "magic" as while the specular is still there, it is less defined. My guess is that the normalmap is not using the highest mip levels after a resize. (tested at different starting resolutions and it still happens)

Humus
Sunday, February 5, 2006

Yeah, but I haven't seen any of those in action, so I don't know how good they are. I'd love to have one of those, but I bet they cost an arm and a leg.

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