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  1. #1
    Player
    Hali's Avatar
    Join Date
    Dec 2013
    Posts
    100
    Character
    Hali De'blois
    World
    Excalibur
    Main Class
    Lancer Lv 60

    No Hardware Anti-Aliasing under DirectX 11?

    I’m sure I’m not the only person who was expecting this change to come about, only to feel rather bit disappointed that the time hadn’t been taken in order to make the adjustments for this. It would require a bit of effort in order to apply, but the trade off is an extremely huge difference.

    The performance difference being a concern for some, FXAA is still a viable option to have this wouldn't go away. However the option to choose between software AA and hardware AA should be added in the future, as in this day and age the performance difference isn't drastic enough to consider it a dead avenue.

    Hopefully a community rep could take the time to read through this and appropriately forward this information to the development team, that there's still a want for hardware anti-aliasing, if it could be added to the schedule. (As they did say they wanted to add more DX11 features in the future).

    “What is Anti-Aliasing?”


    Anti-Aliasing is an industry standard for reducing the inherent ‘stair-case’ effect that all 3D based games suffer from. The larger the distance, the more ‘pixelated’ things appear.
    3D objects are made up of vector based polygons, because the computer is trying to render the vectors as accurately as possible to suit a pixel-based monitor, it creates this stair-case effect as a result, leading to the requirement to smooth it out afterwards.
    This problem solver comes in various forms, some require more effort to implement as well as requiring more processing power in order to function.
    But the trade-off is worth it. Software AA does not hold a candle to Hardware AA.


    ----------------------------------------------------

    “I don’t understand this, summarise it for me please?”

    Essentially, every frame the game renders have ‘layers’, due to the way Deferred Rendering rendered lighting, shading and geometry in the scene, the hardware antialiasing would be ‘defeated’, meaning no effect would take place, this issue under DirectX9 pretty much lead to the wide-spread use of FXAA as a replacement. DirectX 10 fixed this issue, however it requires a bit of adjustment on how the scene is rendered.


    “Wait, so FXAA isn’t Hardware Anti-Aliasing?”

    No. FXAA is ‘Software’ Anti-Aliasing, this is a quick ‘pass’ over the entre screen/game scene AFTER the frame has been rendered which simply blurs it in order to try and smooth the aliasing in the scene. It’s very light on performance and easily applied, so it’s a great choice.


    “So, then why bother with Hardware AA?”

    The major difference between software AA and hardware AA is how it handles the scene it’s applied to. There are varying types of Hardware AA but basically it’ll detect ONLY the aliasing in the scene, including transparent edges (Hair/Grass/Robes)
    This is an example of Hardware AA (Bearing in mind SSAA is old and no-longer used, but it shows the difference quite strikingly);



    “I’m still a little confused as to how this applied to FFXIV?”

    Looking at the previous image I posted in the last section, notice the difference in the jagged vs. smooth edges? When you’re playing FFXIV you may notice even with FXAA enabled the edge of your character, your hair, the grass, certain objects nearby or in the distance suffer from this jagged edge look where this seem to flicker a bit.
    Hardware Anti-Aliasing would almost completely defeat this issue. It’s extremely powerful and it drastically improves the overall appearance of the game. FFXIV 1.0 proved this, with AA turned off, the game almost looks like ARR, with Hardware AA turned on, it looks like a completely different game altogether.



    As you can see, with FXAA turned on [right] and turned off [left], the difference is substantial, however there's still a lot of ailising left over. An image doesn't do it as much justice, but try it for yourself in-game, and you'll notice the aliasing is still quite aggressive even with FXAA turned on, especially with anything that moves, or appears in the distance.


    ----------------------------------------------------

    For a technical analysis on the possible process they could use, you can view it here;
    http://docs.nvidia.com/gameworks/con...drendering.htm
    (56)
    Last edited by Hali; 04-28-2015 at 01:03 AM.

  2. #2
    Player
    Waliel's Avatar
    Join Date
    Aug 2013
    Posts
    1,153
    Character
    Waliel Hla
    World
    Cerberus
    Main Class
    Summoner Lv 90
    Sure you didn't mix the order of the FFXIV pictures? The left one looks a lot more aliased to me. Anyways, a real AA would be nice.
    (1)

    Yoshi-P is doing his best and is patching Endwalker. Please wait warmly until it is ready.

  3. #3
    Player
    Darkshade's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    349
    Character
    Shade Hikari
    World
    Leviathan
    Main Class
    Lancer Lv 70
    You're not the only one.

    Kind of a let down. Well I didn't have my expectations too high, but FSAA was on the list...
    (4)
    XI - Darkshade - Shiva
    XIV - Shade Highwind - Figaro

  4. #4
    Player
    Riardon's Avatar
    Join Date
    Nov 2013
    Posts
    1,333
    Character
    Leowald Chestwood
    World
    Twintania
    Main Class
    Dark Knight Lv 80
    There is no new AA technique in the new DX11 bench. FXAA is the only option atm. Devs also mentioned somewhere (I dont have the link now) that they will bring more DX11 features in the new client in the future. So maybe we will get SSAA and TXAA in the future.
    (2)

  5. #5
    Player
    Hali's Avatar
    Join Date
    Dec 2013
    Posts
    100
    Character
    Hali De'blois
    World
    Excalibur
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Waliel View Post
    Sure you didn't mix the order of the FFXIV pictures? The left one looks a lot more aliased to me. Anyways, a real AA would be nice.


    I did mix them up! Thank you!
    (0)

  6. #6
    Player
    Gilraen's Avatar
    Join Date
    May 2012
    Location
    Gridania
    Posts
    2,489
    Character
    Gilraen Bior
    World
    Midgardsormr
    Main Class
    Archer Lv 70
    Hmm... I remember saying in past 'DX11 Coming!' thread that it wouldn't be the 'second coming' for the game. Admittedly, it was more about Square not upgrading the textures, but this is more of the same sentiment. I don't really understand why people were so convinced that the differences were going to be 'night and day'. It's just DirectX, it's not a rebuilt game engine.
    (2)

  7. #7
    Player
    Nimlothien's Avatar
    Join Date
    Apr 2015
    Posts
    5
    Character
    Nimlys Selara
    World
    Odin
    Main Class
    Archer Lv 50
    The one thing I really wanted from the DX11 client was better AA options >.>
    Might as well keep using DX9 + Gedosato/post processing if we're not getting better AA options
    (8)

  8. #8
    Player
    raelgun's Avatar
    Join Date
    Aug 2013
    Posts
    782
    Character
    Thendra Cyril-gun
    World
    Zodiark
    Main Class
    Thaumaturge Lv 90
    Due to no proper AA or render scaling options, seriously, they can add that in to the game, downsampling from a higher res to get sharper details however this mucks up the UI scaling a crap ton and forced to limit my self to 15% extra resolution otherwise the UI just cannot keep up, come on JP companies, there are resolutions that are bigger then 1920x1080p, its bloody stone age.
    (6)

  9. #9
    Player
    PotatoTree's Avatar
    Join Date
    Apr 2012
    Posts
    706
    Character
    Momoko Tomoko
    World
    Sargatanas
    Main Class
    Miner Lv 100
    The trees still flicker like crazy for me, some more AA is very much needed.
    (12)

  10. #10
    Player
    Nimlothien's Avatar
    Join Date
    Apr 2015
    Posts
    5
    Character
    Nimlys Selara
    World
    Odin
    Main Class
    Archer Lv 50
    Quote Originally Posted by raelgun View Post
    Due to no proper AA or render scaling options, seriously, they can add that in to the game, downsampling from a higher res to get sharper details however this mucks up the UI scaling a crap ton and forced to limit my self to 15% extra resolution otherwise the UI just cannot keep up, come on JP companies, there are resolutions that are bigger then 1920x1080p, its bloody stone age.
    I'm downsampling from 1440p to 1080p and that's just about doable with the UI at mostly 140%
    (1)

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