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a new post AA tech, SMAA best visual effects.


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Posted

For now we'd stick to NVIDIA FXAA implementation, but thank you for the link.

  • 8 months later...
Posted

Sorry to resurrect another old thread but this seemed appropriate here.

We are projecting our sims at 1920 x 1200 up on to big screens and we are finding the 8x AA quite limiting. It produces artifacts that are visually annoying to the trainers - vertical poles flickering is the main culprit. We have examined the benchmark demo's as well and these suffer the same issues (vertical and horizontal bright edges flicker horribly). We have previously used the hardware AA to control this problem but it appears your settings only effect the view. Is this correct? I have tried NVidias "Enhance Application AA" mode and it has no effect. 32x AA should result in some sort of improvement but it doesn't. Is there a setting somewhere I have missed? What is the normal ideal setup? Is it worth making our own post_filter AA that fixes our problems specifically?

Any help would be greatly appreciated.

 

<EDIT>

Extra notes. We implemented the FXAA shader that was posted by Steve3d in one of the other Antialiasing threads and this improved the scene quality substantially. To achieve a good result I think an SMAA or similar shader might be something we will need to implement. It would be nice to be able to just use the hardware AA.

 

Cheers,

Dave

Posted

<BUMP>

NVidia have new temporal AA capability in their drivers.. how can we use this in Unigine? Is it possible even?

Cheers,

Dave

Posted

sorry, I've already removed the post fxaa shader from our build. because the quality is so bad compared to engine's anti-alias.

 

and we'll stick to the engine's multisample to anti-alias.

 

SMAA is far more complex than FXAA. and of course, the quality is better than fxaa.

Posted

What sort of resolutions are you working with Steve3d? We are working on 1920x1080 and above (and on high contrast displays - 1:10 million and better). And the AA is just not able to cope with any elongated bright surfaces. When we run the same sort of scenes in our other vision systems we can use 32Q NVidia AA which fixes the problem completely. Our main issues are large vertical poles (light poles, traffic signal poles and similar) which are critical to our customers and when you put this on a 20 foot curved screen (or multiple large LED displays) the 'flashing' of the poles is extremely annoying - we cannot find any settings to mitigate this in Unigine. The post filter FXAA shader was the only process we found that could lessen the issue (and we will work on a better version with various improvements for our scenes). Its important to note that the Unigine demos also suffer the same problems.

 

Im keen on hearing any idea's or methods that could help improve these sorts of problems, but I would much prefer to be able to turn off AA and let NVidia's drivers 'take over'. Imho this should be optional in any case. Their new temporal AA is pretty much what we are needing.

http://www.geforce.com/landing-page/TXAA

 

Dave.

Posted

Dave,

 

Our CTO who is responsible for the renderer architecture is currently away, but he will answer you as soon is he comes back next week.

 

BTW, have you checked our implementation of FXAA (v 3.11)? It can be found in samples/shaders/fxaa_00. Maybe it would be helpful for you.

  • 4 weeks later...
Posted

x32 AA seems to be a performance killer. But since you say that your graphics card can actually handle it, we decided to give it a go. Added to the wish list. (I can't give any ETA, since it would require changing quite a lot of shaders.)

  • 1 year later...
Posted

TXAA - would be awesome when capturing videos straight out Unigine - something we do a lot of here.

Posted

TXAA is a proprietary NVIDIA related technology. Just enable it in the driver control panel.

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