Results 1 to 10 of 45

Hybrid View

  1. #1
    Player Shioban's Avatar
    Join Date
    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Kelg View Post
    Use Nvidia control panel to force 32x CSAA. Problem solved.
    You cannot force hardware based AA in Deffered Rending in DX9, even with the AMD/Nvidia control panel over-ride settings.
    For this to work it would require some input from Square Enix unless we're given the rights and tools to do it ourselves.

    The only explained entry i've seen on tricking hardware based anti-aliasing into working in a DirectX9 environment using deffered rendering is this one;

    In DX9 it is impossible to create a multi-sampled G-buffer, and access separate samples independently in a pixel shader. To use multi-sampled render target as a texture, you need to resolve it, and you won't have any control over this process. So, I had to create a super-sampled G-buffer - a buffer with width and height multiplied by the factor of 2, which will give us SSAAx4.
    And even in that scenario the effect given is very strange.

    Another quote on why this doesn't work;

    One more rather important disadvantage is that, due to separating the lighting stage from the geometric stage, hardware anti-aliasing does not produce correct results any more: although the first pass used when rendering the basic properties (diffuse, normal etc.) can use anti-aliasing, it's not until full lighting has been applied that anti-alias is needed. One of the usual techniques to overcome this limitation is using edge detection on the final image and then applying blur over the edges,[6] however recently more advanced post-process edge-smoothing techniques have been developed, such as MLAA[7] (used in Killzone 3 and Dragon Age 2, among others), FXAA[8] (used in Crysis 2, FEAR 3, Duke Nukem Forever), SRAA,[9] DLAA[10] (used in Star Wars: The Force Unleashed II), post MSAA (used in Crysis 2 as default anti-aliasing solution). Although it is not an edge-smoothing technique, Temporal anti-aliasing (used in Halo Reach) can also help give edges a smoother appearance.[11] DirectX 10 introduced features allowing shaders to access individual samples in multisampled render targets (and depth buffers in version 10.1), making hardware anti-aliasing possible in deferred shading. These features also make it possible to correctly apply HDR luminance mapping to anti-aliased edges, where in earlier hardware any benefit of anti-aliasing may be lost, making this form of anti-aliasing desirable in any case.
    Meaning, DirectX 10 onwards this isn't an issue, hence why this thread exists.

    Quote Originally Posted by bigred978 View Post
    Hmmm maybe they are going to drop dx11 for Mantle. Would be funny.
    I don't see Square Enix using anything that isn't tried and tested, they're not too fond of doing that.
    (2)
    Last edited by Shioban; 12-02-2013 at 08:52 PM.

  2. #2
    Player
    Ecks007's Avatar
    Join Date
    May 2013
    Location
    Limsa Lominsa
    Posts
    1,064
    Character
    Ecks Grimoirath
    World
    Diabolos
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Shioban View Post
    I don't see Square Enix using anything that isn't tried and tested, they're not too fond of doing that.
    Like a Menu based MMORPG! ...Oh wait. (And it was extremely profitable for them?!) Hmm.

    Yeah, I'm just messing around. As far as a graphics engine goes I do believe you are correct.
    (0)

  3. #3
    Player
    Kelg's Avatar
    Join Date
    May 2012
    Posts
    491
    Character
    Kelg Granthal
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Shioban View Post
    You cannot force hardware based AA in Deffered Rending in DX9, even with the AMD/Nvidia control panel over-ride settings.
    For this to work it would require some input from Square Enix unless we're given the rights and tools to do it ourselves.

    The only explained entry i've seen on tricking hardware based anti-aliasing into working in a DirectX9 environment using deffered rendering is this one;
    Speak for yourself, it works just fine for me. I have no jaggies and the AA looks a lot better than vanilla.
    (0)

  4. #4
    Player Shioban's Avatar
    Join Date
    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Kelg View Post
    Speak for yourself, it works just fine for me. I have no jaggies and the AA looks a lot better than vanilla.
    I'm just saying how it works.

    If you believe it's worked for you that's great, but for everyone else it just simply doesn't work based on how it renders the depth of the scene, trust me this is my job.

    Without a butt-load of code adjustment you simply can't use hardware based anti-aliasing with deffered rending in DirectX 9 which is something FFXIV simply hasn't done.

    However if you've forced FXAA, this will work as it's an overlaying filter which is why it works with any programme, this is NOT hardware based anti-aliasing.
    If you try to force any of the hardware based AA options (try turning FXAA off first, you'll notice it has no effect.


    (1)
    Last edited by Shioban; 12-03-2013 at 07:13 AM.