John Carmack should join them too, and whomever the lead graphics tech devevelopers at Crytek, DICE, and Quantic Dream :P
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John Carmack should join them too, and whomever the lead graphics tech devevelopers at Crytek, DICE, and Quantic Dream :P
hopefully they'll figure out how to make UE4 run properly on the ps4 despite the console's obvious limitations. :(
hopefully they'll figure out how to make UE4 run properly on the ps4 despite the console's obvious limitations. :(
KarateeeChop
dreams are free buddy
Just buy a PC.hopefully they'll figure out how to make UE4 run properly on the ps4 despite the console's obvious limitations. :(
KarateeeChop
[QUOTE="Mystery_Writer"]Why would you want all the best in one dev team? It's good to have them spread out.John Carmack should join them too, and whomever the lead graphics tech devevelopers at Crytek & DICE :P
PernicioEnigma
So we could see mind bending graphics :), & i forgot to mention the lead devs from Quantic Dream
Also, why it's good to have them spread out?
Nice, he's pretty damn talented. On a side note I hope we find the gold standard of AA soon this gen.
Why would you want all the best in one dev team? It's good to have them spread out.John Carmack should join them too, and whomever the lead graphics tech devevelopers at Crytek & DICE :P
Mystery_Writer
TXAA is overrated by Nvidia. It doesn't render well and it doesn't improve quality that much.
FXAA is pretty good. There are some poor FXAA algorithms and some quite good ones. Nothing beats good ol' MSAA but that takes tons of extra rendering time and isn't really useful if you want to push hardware to its limit.
TXAA is overrated by Nvidia. It doesn't render well and it doesn't improve quality that much.
FXAA is pretty good. There are some poor FXAA algorithms and some quite good ones. Nothing beats good ol' MSAA but that takes tons of extra rendering time and isn't really useful if you want to push hardware to its limit.
Wasdie
TXAA is a pretty amazing step forward in AA. if you want filmic quality, that is smoothed look like you see on films vs. sharpness, it's shaping to be incredible and works to absolutely decimate jaggies. Then again, games aren't supposed to look like movies really, but...
Post process AA will never match hardware, no, but Lottes has been a big part in making strides in post process. By the time post process fully grows into something as a perfect alternative to hardware though, we'll have super high resolutions like 4K and definitely 8k which will make AA totally unnecessary, unless you want a filmic look maybe.
What the hell is TXAA and FXAA?clyde46
TXAA is Nvidia's proprietary AA method that runs specifically on their hardware. It's supposed to have great quality at a small performance hit. However I've never actually seen the benefits of it. Devs usually don't bother supporting hardware specific tech either.
FXAA is much more common. It's fast but a much lower quality. However with modern graphics being more rounded and detailed, the amount of jaggied edges on the screen is already lower so FXAA is usually good enough to wipe the remaining few out with little performance hit. FXAA is not hardware specific and there are dozens of implementations of FXAA that range in quality
Most games today use an FXAA because it's so cheap. You can also get FXAA injectors that add FXAA to pretty much any game. Nvidia even has a way to force their own FXAA implementation on pretty much every game.
[QUOTE="clyde46"]What the hell is TXAA and FXAA?Wasdie
TXAA is Nvidia's proprietary AA method that runs specifically on their hardware. It's supposed to have great quality at a small performance hit. However I've never actually seen the benefits of it. Devs usually don't bother supporting hardware specific tech either.
FXAA is much more common. It's fast but a much lower quality. However with modern graphics being more rounded and detailed, the amount of jaggied edges on the screen is already lower so FXAA is usually good enough to wipe the remaining few out with little performance hit. FXAA is not hardware specific and there are dozens of implementations of FXAA that range in quality
Most games today use an FXAA because it's so cheap. You can also get FXAA injectors that add FXAA to pretty much any game. Nvidia even has a way to force their own FXAA implementation on pretty much every game.
Ty for the info. I never bothered with the different types of AA. FC3 has a boat load of those options, all of which killed my performance. MSAA etc.true :(hopefully they'll figure out how to make UE4 run properly on the ps4 despite the console's obvious limitations. :(
KarateeeChop
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