TXAA isn't Post-AA.[...] the other post-AA options (SMAA/TXAA) [...]
Obviously, ...... since TXAA High combines a wide-tent filter, 4xMSAA and a 'temporal-sampling' method based on motion- or camera vectors, using pixel-samples from current and previous frames to significantly decease temporal aliasing. It shouldn't be a surprise, that this has a larger performance impact, than 4xMSAA alone.TXAA High is outright horrible, [...] performs worse than 4xMSAA ?
AMD Catalyst 13.2 Beta 3 is now available, and includes the following updates:
Improves performance up to 15% in high MSAA cases for the Crysis 3 beta release
Significantly improves latency performance in Skyrim, Boderlands 2, and Guild Wars 2
Improves single GPU performance up to 50% for DmC Devil May Cry
Improves CrossFire performance up to 10% for Crysis 2
Resolves Texture flickering seen in DirectX9.0c applications.
TXAA isn't Post-AA.
Obviously, ...... since TXAA High combines a wide-tent filter, 4xMSAA and a 'temporal-sampling' method based on motion- or camera vectors, using pixel-samples from current and previous frames to significantly decease temporal aliasing. It shouldn't be a surprise, that this has a larger performance impact, than 4xMSAA alone.
Should be a pretty good month for gaming. Dead Space 3 (definite buy for me, loved 1 and 2), Crysis 3, Aliens: Colonial Marines, and then Starcraft March 12th.
I really really hope crysis 3 returns to the semi-open world playstyle of crysis 1 and warhead. A closed world straight line start to finish shooter isn't what I want, crysis 2 was so disappointing.
TXAA uses the same sort of post filtering technique to blur edges that MLAA, FXAA & SMAA use, the difference is that it also uses I believe SSAA in tandem with the post filter to achieve its effect.
While it's not fair to label it purely post-aa, it's not, it does use post-AA. The irony is that it blurs the image even more than pure post-AA methods and comes with a bigger performance impact than MSAA, which looks much cleaner and delivers a vastly better image.
This is entirely incorrect.TXAA uses the same sort of post filtering technique to blur edges that MLAA, FXAA & SMAA use, the difference is that it also uses I believe SSAA in tandem with the post filter to achieve its effect.
While it's not fair to label it purely post-aa, it's not, it does use post-AA. The irony is that it blurs the image even more than pure post-AA methods and comes with a bigger performance impact than MSAA, which looks much cleaner and delivers a vastly better image.
I understand why its a performance hog using SSAA as part of its routine, just don't see the sense in having an IQ decreasing, performance penalizing AA method. Crytek works closely with nvidia and no doubt that is why nvidia was able to get them to put it in there.
Crysis 3 Beta-Test: Erste PCGH-Grafikkarten-Benchmarks zeigen zwiespältiges Bild
http://www.pcgameshardware.de/Crysis-3-PC-235317/Tests/Crysis-3-Beta-Test-Erste-Benchmarks-1046328/
SMAA is a post AA like MLAA e FXAA. Quality very close to MSAAx4 and have better performance.What does SMAA stand for, and where does it stand* compared to MSAA and SSAA?
It looks better than TXAA for sure. It looks to do better job at anti-aliasing vertical lines than horizontal lines, does anyone see the same?
* Technique and performance-cost
What does SMAA stand for, and where does it stand* compared to MSAA and SSAA?
It looks better than TXAA for sure. It looks to do better job at anti-aliasing vertical lines than horizontal lines, does anyone see the same?
* Technique and performance-cost
You are incorrect. There is no Post-AA involved in TXAA. It uses a custom MSAA resolve with a custom downfilter (similar to Gaussian).
So this is what the future of PC gaming has come down to then - AA filters:
GTX680 no MSAA = 52 fps
GTX680 w/ MSAA = 34 fps (33% performance drop)
HD7970GE no MSAA = 57 fps
HD7970GE w/ MSAA = 27 fps (52% performance drop)
Let me place a $400 order for another HD7970 so maybe I could run the game with 4xMSAA smoothly at 1080P. "Exciting times" when I we gotta drop $400-500 extra just to go from 0xMSAA to 4xMSAA. Maybe it's just me but I would have preferred 27 fps on an HD7970 with 0xMSAA but jaw dropping level of detail, very high resolution textures and high polygon models. I like MSAA but when the performance hit is 30 fps, maybe it's time the developers consider Forward+ lighting game engines and ditch these deferred MSAA engines, where time and time again the MSAA performance hit is out of this world. ^_^
So this is what the future of PC gaming has come down to then - AA filters:
GTX680 no MSAA = 52 fps
GTX680 w/ MSAA = 34 fps (33% performance drop)
HD7970GE no MSAA = 57 fps
HD7970GE w/ MSAA = 27 fps (52% performance drop)
Let me place a $400 order for another HD7970 so maybe I could run the game with 4xMSAA smoothly at 1080P. "Exciting times" when I we gotta drop $400-500 extra just to go from 0xMSAA to 4xMSAA. Maybe it's just me but I would have preferred 27 fps on an HD7970 with 0xMSAA but jaw dropping level of detail, very high resolution textures and high polygon models. I like MSAA but when the performance hit is 30 fps, maybe it's time the developers consider Forward+ lighting game engines and ditch these deferred MSAA engines, where time and time again the MSAA performance hit is out of this world. ^_^
Because the benchmark was done before 13.2 was released. Let's wait for the final, I guess NV and AMD will both have new drivers out by then.
Forward+ doesn't really have nothing to do with the underlying architecture, it works on all proper GPUs.You did bring up and interesting thought about Forward+ in the future. With the reports of GCN being in the new consoles we may actually be seeing a whole lot more Forward+ rendering engines. That's something I hadn't really even considered yet.
This pretty much shows that traditional MSAA has been surpassed in every way.
SMAA done properly with subsamples and temporal information looks a lot better and so does TXAA especially when in motion. (not really fan of SMAAx1)
I like MSAA but when the performance hit is 30 fps, maybe it's time the developers consider Forward+ lighting game engines and ditch these deferred MSAA engines, where time and time again the MSAA performance hit is out of this world. ^_^
So this is what the future of PC gaming has come down to then - AA filters:
GTX680 no MSAA = 52 fps
GTX680 w/ MSAA = 34 fps (33% performance drop)
HD7970GE no MSAA = 57 fps
HD7970GE w/ MSAA = 27 fps (52% performance drop)
Let me place a $400 order for another HD7970 so maybe I could run the game with 4xMSAA smoothly at 1080P. "Exciting times" when I we gotta drop $400-500 extra just to go from 0xMSAA to 4xMSAA. Maybe it's just me but I would have preferred 27 fps on an HD7970 with 0xMSAA but jaw dropping level of detail, very high resolution textures and high polygon models. I like MSAA but when the performance hit is 30 fps, maybe it's time the developers consider Forward+ lighting game engines and ditch these deferred MSAA engines, where time and time again the MSAA performance hit is out of this world. ^_^