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Thread: New anti-aliasing algorithm TXAA, Arma 3 potential?

  1. #31
    Adding TXAA shouldn't be hard or time consuming to implement, I don't see why anyone would mind just because they are on hardware that doesn't support it. Also, FXAA 4 is no longer in development, it has been cancelled due to the guy working on / with TXAA.

    As for the argument above, TXAA needs to be implemented by the developers. There is no injector or setting in the Nvidia control panel to force it.

  2. #32
    Quote Originally Posted by Sinnister View Post
    Source

    According to Nvidia Arma 3 won't necessarily have to support TXAA natively as you can enable the AA via the Nvidia control panel(driver) so theoretically you could have 0 AA in game and have Nvidia run TXAA. Although ideally this could be a possible feature as BIS are always looking for ways to balance visuals with performance.

    In summary:

    TXAA(1) = 16x MSAA = 2x MSAA performance tax

    Screenshot comparison:
    MSAA: http://img857.imageshack.us/img857/1284/183br.jpg
    vs
    TXAA: http://img714.imageshack.us/img714/1230/183aon.jpg

    Subsequently this technology will be available on Kepler architecture AKA: Geforce 680GTX release 22nd March.

    The Quality is very affective, I am liking this

    Plus you could use Anti Aliasing Post Processing which helps blur the lines instead of geometrically fixing their aliasing.

  3. #33
    Quote Originally Posted by DeclaredEvol View Post
    The Quality is very affective, I am liking this

    Plus you could use Anti Aliasing Post Processing which helps blur the lines instead of geometrically fixing their aliasing.
    in games it should be even better because it works in motion.
    Arma 3 is a twitchshooter
    Needs more rainbow six 1-3

  4. #34
    TXAA looks VERY promising, i hope it will be available in Arma 3. When it comes to AA i never use the in game way, always override it in the Nvidia CP to at least 4x AA.

  5. #35
    Quote Originally Posted by Leon86 View Post
    in games it should be even better because it works in motion.
    Post processing means it just blurs the rendered frame in places of high contrast.
    It's a poor man's AA for engines that cannot support proper measures.
    If you compare the picture the difference is obvious and PP is a step back from normal AA we already have.

  6. #36
    Quote Originally Posted by Panda_pl View Post
    Post processing means it just blurs the rendered frame in places of high contrast.
    It's a poor man's AA for engines that cannot support proper measures.
    If you compare the picture the difference is obvious and PP is a step back from normal AA we already have.
    were does it say it's postprocessing?

  7. #37
    Master Gunnery Sergeant MavericK96's Avatar
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    From what I can tell, FXAA is sort of a hybrid of hardware AA and post-processing AA. That's just from reading through Timothy Lottes' blog, but I could be wrong.

    Also, I would argue that PPAA is the future. MSAA/SSAA are "brute force" methods that look pretty good but are heavy hits on performance. I also agree that PPAA is not yet at a level to completely replace MSAA/SSAA, though, at least not in ArmA 2.
    Core i7 920 @ 3.995 GHz, HT off
    12 GB OCZ DDR3-1600
    GTX 680
    2x Intel X25-M 80 GB SSD
    Windows 7 Pro x64

    ArmA2/OA Settings:
    1920x1080 w/ View Distance at ~3600
    Video Memory at Default
    MSAA Very High, AToC=0, SMAA Ultra
    Post Processing at Very Low
    All other settings at Very High

  8. #38
    yeah, it does a bit of msaa but it also uses info from previous frames for the best estimation of how a frame should look.

    I'm not a big fxaa fan, but this txaa looks very interesting, too bad it's kepler only, I wonder why.

  9. #39
    MSAA is woking fine now... not much performance lines and no horrendous white outlines (I really hate them...) So, aslong as there are now white outlines (damn you...) I probably wont mind TXAA is not implemented, could it be done after launch in some sort of patch?
    Last edited by lolipoyi; Jul 10 2012 at 18:28.

  10. #40
    Master Gunnery Sergeant MavericK96's Avatar
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    Quote Originally Posted by lolipoyi View Post
    MSAA is woking fine now... not much performance lines and no horrendous white outlines (I really hate them...) So, aslong as there are now white outlines (damn you...) I probably wont mind TXAA is not implemented, could it be done after launch in some sort of patch?
    Maybe I'm misunderstanding your post, but I get white outlines with MSAA in ArmA 2, which is generally why I hate having it on. But if I turn it off, SMAA Ultra is not good enough to get rid of jaggies/"crawling" so I lose either way.

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