Hmm... On my Android phone I definitely see a difference between 2x and 4x, but it's not "rounded" like the iPhone one.
AAA – Analytical Anti-Aliasing
61–70 of 104 posts
Re: AAA – Analytical Anti-Aliasing
#62Earlier quoted context omitted.
I really dislike TAA, especially on lower framerates. There's too much ghosting. I often switch it to a slower algorithm just so I don't get ghosting.
My feeling is if I can render at 4K I can just not do AA at all. It really looks quite fine without, at least for me.
Re: AAA – Analytical Anti-Aliasing
#63Thanks for sharing! Author here, happy to answer any questions.
Re: AAA – Analytical Anti-Aliasing
#64Earlier quoted context omitted.
> Mobile chips support exactly MSAAx4 [...] the driver will force 4x anyways On what GPUs and through what APIs did you see this? This seems fairly weird. I especially wouldn't expect Apple to have problems.
I’m definitely seeing similar artifacts when at 2x on an iPhone 15 Pro.
Re: AAA – Analytical Anti-Aliasing
#65Re: AAA – Analytical Anti-Aliasing
#66Earlier quoted context omitted.
Google Maps uses AAA on capsule shapes for all road segments - I wrote it ~10 years ago. :D
Neat. Does that mean that every road segment is a separate mesh?
Re: AAA – Analytical Anti-Aliasing
#67Earlier quoted context omitted.
I’m definitely seeing similar artifacts when at 2x on an iPhone 15 Pro.
Through Metal or in a web browser? Apple's docs say it's supposed to use the standard 0.75/0.25 sample positions with 2x MSAA: https://developer.apple.com/documentation/metal/mtldevice/28...
Re: AAA – Analytical Anti-Aliasing
#68Re: AAA – Analytical Anti-Aliasing
#69Thanks for sharing! Author here, happy to answer any questions.
As a non-gamedev person but just gamer, I should expect that this will replace TAA anytime soon? Should it replace TAA?
For font and 2D vector rendering it's likely, in fact afaik, some solutions, such as Slug already do.
But for 3d rendering I don't know of any solutions.
For an intuition, consider two triangles that intersect the same pixel.
Consider if say one has 20% coverage and the other 30%, does that pixel have 50% coverage, 30% by one, 20% by one and 10% by another, or any other conceivable mix? It's very difficult to say without selecting specific points and sampling directly.
Re: AAA – Analytical Anti-Aliasing
#70Thanks for sharing! Author here, happy to answer any questions.
How long did this take to write? I have done a few live visualization based blog posts, and they take me ages to do. I kind of think that's the right idea though. There is so much content out there, taking longer to produce less content at a higher quality benefits everyone.
[1] https://github.com/FrostKiwi/treasurechest/commits/main/post...