It doesn't require re-coding the entire engine, it's quite a simple adjustement.
https://software.intel.com/en-us/art...-aliasing-cmaa
It doesn't require re-coding the entire engine, it's quite a simple adjustement.
https://software.intel.com/en-us/art...-aliasing-cmaa
I was disappointed with the lack of additional AA options in the DX11 benchmark as well. I'd love to see better AA added to the game, and/or a dev comment on the issue.
Disappointed with FXAA, it doesn't matter how great DX11 looks if jaggies are everywhere.



That was a good read op but your showing the differences between no AA and hardware AA. I'm still not sold on the whole hardware AA should be here because I still haven't seen an example of how hardware AA is better then software AA.
A comparison of no AA vs AA gameplay is a drastic improvement but show me a comparison of what software vs hardware AA looks like
Regardless if I was wrong about it being a complete rewrite doesn't change the fact they'd have to rewrite the engine at least in part. Focus on the important part is the message instead of nitpicking.That's completely false, it's a partial code adjustment. NOT a complete engine re-write, that's a complete fallacy.
It's a simple render priority fix and a few other minor adjustments. It's not that big of a deal to adjust. I can assure you. It's something that every major company that wanted to add Hardware AA had to do.
As professionals, they're entirely aware of the process needed to do this, well within their capabilities.
I assure you that your assumptions about how minor it is are exactly that. Assumptions. You know literally nothing about the renderer to even make that determination. You have absolutely no idea how much work it is. Yet you talk to me about fallacies.
It might be theoretically easy, but in the end you know nothing about what is actually under the hood. Also try to remember this is on multiple systems. You have no idea how the different renderer are intertwined with other parts of the engine. All you have are assumptions.
Last edited by Tiggy; 04-28-2015 at 04:38 AM.
I can't show the difference between No AA, Hardware AA and FXAA in FFXIV, because we don't have it. That's why this thread exists.That was a good read op but your showing the differences between no AA and hardware AA. I'm still not sold on the whole hardware AA should be here because I still haven't seen an example of how hardware AA is better then software AA.
A comparison of no AA vs AA gameplay is a drastic improvement but show me a comparison of what software vs hardware AA looks like
I'm sure there are plenty of examples online comparing something like FXAA to MSAA
Regardless if I was wrong about it being a complete rewrite doesn't change the fact they'd have to rewrite the engine at least in part. Focus on the important part is the message instead of nitpicking.
I assure you that your assumptions about how minor it is are exactly that. Assumptions. You know literally nothing about the renderer to even make that determination. You have absolutely no idea how much work it is. Yet you talk to me about fallacies.
It might be theoretically easy, but in the end you know nothing about what is actually under the hood. Also try to remember this is on multiple systems. You have no idea how the different renderer are intertwined with other parts of the engine. All you have are assumptions.
Regardless if I was wrong about it being a complete rewrite doesn't change the fact they'd have to rewrite the engine at least in part.I do it for a living, so yes I can assure you that it's a simpler task than you think it is.I assure you that your assumptions about how minor it is are exactly that. Assumptions
There's only one Deferred Rendering Method. Occasionally there's a few extra layers depending on the lighting/shading system in place, but the method still results in the same thing.You know literally nothing about the renderer to even make that determination.
It's an almost identical process for DirectX and OpenGL, as I said there's only one real method for Deferred Rendering, it doesn't differ. The same adjustment needs to be made.It might be theoretically easy, but in the end you know nothing about what is actually under the hood. Also try to remember this is on multiple systems.
Now I'm pretty sure you're unaware of what you're discussing, because this is the most vague use of "I'm trying to make it seems like I know what I'm discussing" If I've ever seen one.You have no idea how the different renderer are intertwined with other parts of the engine.
Sadly not, I have a degree and several projects converted from DirectX 9 > DirectX 11 to prove the point. It's not as drastic a change as you think, and it's minimal at best. Yes it's work, but it's no substantial work to the point where you'd sit and go "Oh god, this'll take us two months!!"You have absolutely no idea how much work it is. Yet you talk to me about fallacies.
At most a few shaders may need recompiled and adjusted, but that's unlikely at best. It's a simple task that wouldn't require a large time investment, but time is short for the Development team. That's why this is a request, no-one is forcing them to do, no-one is demanding it. The point of the thread is to express that there's a want for it, not a need


FFXIV is now Nvidia GameWorks, where's my TXAA support Squenix and Nvidia?


Haven't tried the benchmark yet but if there are no new aa options that's kind of a let down. I've been playing with a sweetfx profile and disabling it is shocking at how blurry fxaa makes the base game.

Bumping because this deserves more attention.
XI - Darkshade - ShivaXIV - Shade Highwind - Figaro
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