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AAA – Analytical Anti-Aliasing

blog.frost.kiwi

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Re: AAA – Analytical Anti-Aliasing

#101
post #69

Earlier quoted context omitted.

Basically no... Analytic AA is a really hard problem for video games, and I know of no general purpose solutions. 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%…

There're already games fully using SDF rendering, such as Dreams [0]. It even made a SIGGRAPH talk [1]. [0] https://en.wikipedia.org/wiki/Dreams_(video_game) [1] https://www.youtube.com/watch?v=u9KNtnCZDMI

Whe SDFs are being used in games, SDFs don't really change the Analytical AA story much. SDFs are generally evaluated with ray marching, which is a form of discret sampling that has the same issue regarding coverage.

I think dreams might be using splats? It's possible that something like splats combined with a form of OIT along with an art style that is tolerant to certain types of artifacts could use Analytical AA. I don't know the specifics on Dreams, but i'd be surprised if even they would be using AAA.

Re: AAA – Analytical Anti-Aliasing

#102

Earlier quoted context omitted.

Disclaimer: I haven't really played games with high-end graphics on a high-end system in over a decade, and have always had more of a soft spot for games that use beautiful art design to work around the limitations of "underpowered" systems (IMO the graphics in those games hold up much better throughout the decades anyway). And as I mentioned elsewhere I'm generally quite lost when it comes to AA names and abbreviati…

I mostly understand your perspective here from a developer point-of-view. I'd like to give you some perspective of /r/FuckTAA and similar views from the gamers' perspective. What many gamers see in TAA and other anti-aliasing options is higher system requirements and worse image quality. Obviously, this isn't just caused by one factor but it's very noticeable if you compare games now to the games of yesteryear. Here…

GP here, did you look at the Digital Foundry video [1]? If so what about motion stability, i.e. not having flickering artifacts when looking around, something most traditional AA solutions fail terribly at.

I think the current wave of using temporal upscalers that take care of AA by design as a way to unlock free performance and or allow lazier development approaches is ill guided.

My bigger gripe with the state of the art of real-time 3D rendering is frametime inconsistency. UE5 is a particularly bad offender here. Counterpoint "Ratchet and Clank: Rift Apart" [2], it uses TAA, dynamic resolution, ray tracing and checkerboard rendering for certain passes and I find it looks stunning. No blurriness to be found here, and rock solid frametimes. If anything we are seeing the plague of developers chasing foto realism and Epic being their dealer.

[1] https://youtu.be/WG8w9Yg5B3g

[2] https://youtu.be/7xtJYpwvHjY

Re: AAA – Analytical Anti-Aliasing

#103

Earlier quoted context omitted.

> I don't think reducing that from 3 choices to 2 is going to be a big win for user friendliness It’s nowhere near as simple as 3 settings now there are different antialiasing techniques, path tracing lighting or reflections, upscaling (multiple algorithms) etc. Nothing is all just fully positive and each has tradeoffs

Those are typically incorporated into the presets. I am not just talking about Low, Medium, High for individual settings. There's almost always a preset option that will set all the other settings according to what's deemed appropriate by the developer for the selected quality level.

> Those are typically incorporated into the presets

The upscaling, frame generation, path tracing etc are not.

For the reason I mentioned, none of its objective you're selecting between trade offs of crispness, artifacts, better lighting and reflection and framerate.

It's no longer just resolution of rendering and resolution of textures and a few post effects.

Re: AAA – Analytical Anti-Aliasing

#104

Earlier quoted context omitted.

Ohh right! I'm sure the must be an Eleventy setting for that...

Hope it's not too much of a hassle. Also, forgot to mention that I really enjoyed the article, and I'm not even a gamer! You're totally right in that the graphics community is a lovely one to follow on a technical level, even if you don't play games. Articles like yours are part of the reason for that

Thanks for the kind words Implemented the opening of links in new tabs. Turns out there was a package for that [1]. Will go to good use in up-coming articles.

[1] https://github.com/crookedneighbor/markdown-it-link-attribut...

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