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  1. #1
    Player
    Sajittarius's Avatar
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    Apr 2012
    Location
    Gridania
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    61
    Character
    Shin Gandalf
    World
    Excalibur
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    Conjurer Lv 50

    please Yoshi, give the dx11 version TXAA

    There hasnt been much talk about this form of AA (i saw 1 brief post about it when searching) but on the .5% chance that Yoshi reads this or is told of this post... lol.

    Every game i have played that has TXAA looks awesome... only 3 games, but yea:
    Assassins Creed 3+4 and Batman Arkham Origins.. they all have similiar specular lighting to FFXIV (a large source of aliasing), and with TXAA you see 0 jaggies... The Secret World (another MMO) was one of the first games to use TXAA and it looks great in screenshots (i havent actually played it, though).
    (5)

  2. #2
    Player

    Join Date
    Mar 2011
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    Limsa Lominsa
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    500
    at this point i'm happy with anything besides FXAA.
    (0)

  3. #3
    Player Shioban's Avatar
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    Sep 2012
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    Bastok
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    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Aliasing still exists with TXAA.

    So it's not /completley/ defeated, but for topology rendering from a distance, sure this could help.

    DX11's transparency AA is what really makes it stand out.
    (0)
    Last edited by Shioban; 12-02-2013 at 08:45 AM.

  4. #4
    Player
    Diraco's Avatar
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    Mar 2011
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    49
    Character
    Dirac Quin
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    My GTX780 is waiting for supersampling AA!
    (2)

  5. #5
    Player
    Velhart's Avatar
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    Mar 2011
    Location
    Ul'Dah
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    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    It would be nice in the next Live Letter along with talking about the PS4 version, go into at least some small detail on the DX11 version. Maybe they will, who knows.
    (0)

  6. #6
    Player
    bigred978's Avatar
    Join Date
    Feb 2013
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    26
    Character
    Samhain Mangetsu
    World
    Leviathan
    Main Class
    Gladiator Lv 50
    Hmmm maybe they are going to drop dx11 for Mantle. Would be funny.
    (0)

  7. #7
    Player
    Kelg's Avatar
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    May 2012
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    431
    Character
    Haurchefant's Ghost
    World
    Sargatanas
    Main Class
    Gladiator Lv 32
    Use Nvidia control panel to force 32x CSAA. Problem solved.
    (1)

  8. #8
    Player Shioban's Avatar
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    Sep 2012
    Location
    Bastok
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    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.

  9. #9
    Player
    Sumii's Avatar
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    Mar 2012
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    Limsa Lominsa
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    91
    Character
    Milky Tea
    World
    Gilgamesh
    Main Class
    Marauder Lv 50
    While I'm sure the super anti-aliasing / DX10 particles will be all so wonderful, isn't anyone a bit disappointed by the fact that they're not increasing the base resolution of those nasty low res textures? Yoshi already said specifically they're not increasing resolution at all and just adding on more 'layers of FX' so to speak. I'm sure no jaggies will be nicer, just sad that the characters won't have the same clarity/definition that they did in 1.x or better.
    (1)

  10. #10
    Player Shioban's Avatar
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    Sep 2012
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    Bastok
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    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Sumii View Post
    While I'm sure the super anti-aliasing / DX10 particles will be all so wonderful, isn't anyone a bit disappointed by the fact that they're not increasing the base resolution of those nasty low res textures? Yoshi already said specifically they're not increasing resolution at all and just adding on more 'layers of FX' so to speak. I'm sure no jaggies will be nicer, just sad that the characters won't have the same clarity/definition that they did in 1.x or better.
    When did he say they're not increasing the texture resolution?

    Curious for a quote/source on that one.
    (0)

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