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Posted: Fri, 30th Sep 2011 14:19 Post subject: |
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Another success story
I tested it on Dead Space 2 and it works pretty good!!
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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ixigia
[Moderator] Consigliere
Posts: 65085
Location: Italy
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Posted: Fri, 30th Sep 2011 14:32 Post subject: |
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It works with practically all the games that I have installed at the moment (and most of them run just as good as before), I'd say it's a huge success 
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Posted: Fri, 7th Oct 2011 07:10 Post subject: |
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Quote: | Q: when are we getting FXAA support in the Nvidia CP for use in our programs/games?
nvidia: End of the year. |
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Posted: Fri, 7th Oct 2011 08:25 Post subject: |
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Nice, I was beginning to think they would never add it to the control panel.
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Posted: Fri, 7th Oct 2011 12:21 Post subject: |
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Posted: Fri, 7th Oct 2011 12:23 Post subject: |
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They already have MLAA in their drivers so there's no particular reason to include FXAA as well, they could always begin with tweaking their already existing MLAA implementation before adopting/adding a new post-processing AA filter.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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Posted: Fri, 7th Oct 2011 12:29 Post subject: |
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Wasn't this available for both platforms? Or did I misunderstand? Sure it's forced, but it works right?
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Posted: Fri, 7th Oct 2011 12:36 Post subject: |
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You mean FXAA, the algorithm? It's platform agnostic, yes. Same for MLAA, it can be used on any platform.
The difference is that FXAA was created (and is being actively improved) by an nvidia employee and thus nvidia promotes it and plans to put it in their drivers, as its their own "invention", while MLAA was originally created by intel and then modified to be used in some PlayStation 3 games, before AMD noticed it and made it part of their drivers.
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Werelds
Special Little Man
Posts: 15098
Location: 0100111001001100
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Posted: Fri, 7th Oct 2011 12:36 Post subject: |
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Both this and MLAA are available for both platforms, but you won't see NVIDIA including MLAA in NVCP and for the same reason, I doubt we'll see AMD including it in CCC. If you like them though, most games will be including these, sadly often at the expensive of MSAA. They might call it post AA like DICE do, but that makes no difference. The only confusing part may be that we might get developers not making it clear which one is used, but considering how similar they are on all fronts that shouldn't be an issue. Luckily for me BF3 still has MSAA as well, but FXAA for those who prefer that.
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Posted: Sat, 3rd Dec 2011 19:45 Post subject: |
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http://timothylottes.blogspot.com/2011/12/big-fxaa-update-soon.html
New breakthrough for FXAA, Timothy Lottes figured out how to combine it with temporal, multisample ane supersample antialiasing. And it's still pretty fast.
Quote: | The current high quality setting uses only 9 texture fetches per pixel. This is the same number of texture fetches taken by FXAA 3.11 Console on PS3. Have not ported the new FXAA to PS3 or 360 yet, but there will be a direct console port!
Assuming texture bound on PC, a mid-range 560 Ti is likely able to process a 1080p frame in around 0.36 ms. Still modifying the algorithm, so don't have final numbers yet. |
Functionality-wise SMAA is not that special anymore..
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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spajdr
Posts: 1842
Location: Czechia
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Posted: Mon, 5th Dec 2011 09:38 Post subject: |
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Indeed a great news, lets hope new injector will be out soon.
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spajdr
Posts: 1842
Location: Czechia
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Posted: Tue, 6th Dec 2011 17:08 Post subject: |
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Posted: Mon, 12th Dec 2011 16:43 Post subject: |
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Can someone point me in a direction...
So the cheapest and most efficent method of aa is fxaa and fsaa? just as those in DNF?
I have 8800gt. How to use fxaa on ue3 games or other where there is no aa option and ingame/nvidia cp aa multisampling is too demanding.
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
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Posted: Mon, 12th Dec 2011 17:54 Post subject: ***** |
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*****
Last edited by Areius on Fri, 19th Sep 2025 16:06; edited 1 time in total
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Gvaz
Posts: 345
Location: USA
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LeoNatan
☢ NFOHump Despot ☢
Posts: 73213
Location: Ramat Gan, Israel 🇮🇱
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Posted: Mon, 12th Dec 2011 18:49 Post subject: |
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Where the fuck is FXAA in driver? If some hook creator can make it, driver developers can't?
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Posted: Mon, 12th Dec 2011 19:26 Post subject: |
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ixigia
[Moderator] Consigliere
Posts: 65085
Location: Italy
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Posted: Mon, 12th Dec 2011 20:00 Post subject: |
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According to his blog that Timoty dude is working for Nvidia as developer, which makes the mystery even more intriguing 
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spajdr
Posts: 1842
Location: Czechia
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Posted: Mon, 12th Dec 2011 20:07 Post subject: |
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20111212
FXAA 4.0 Will Have New Spatial-Only Algorithm
FXAA 4.0 is still a work in progress. No stills this time, and much of the prior shots would have changed by now. Updates as of this weekend,
(1.) FXAA 4.0 will have a new spatial only algorithm for those who cannot integrate with the temporal filtering. There will be multiple quality/perf levels.
The spatial algorithm is part of the temporal algorithm. It contains no searching, supports dynamic output resolution, and works really well mixed with hardware filtering (like MSAA).
(2.) I've come up with a new aliasing detection filter, one that completely eliminates filtering from areas that have no aliasing. As prior this only depends on color input,
uses same texture fetches as prior, but now it can be set to filter edges only, and avoid texture detail. This will be on sliders for developers to hand tune.
Bottom line, no more loss of detail, as was a common complaint with FXAA 3.11, and no need for a depth based edge detection pass.
(3.) I'm very close to managing to extend both the quality and edge length of the 9-fetch spatial algorithm (same number of texture fetches as FXAA 3.11 Console)
to almost match the default medium FXAA 3.11 PC results. Managed this via some very smart limiting of the filter results.
http://timothylottes.blogspot.com/2011/12/fxaa-40-will-have-new-spatial-only.html#comment-form
Last edited by spajdr on Mon, 12th Dec 2011 20:18; edited 1 time in total
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LeoNatan
☢ NFOHump Despot ☢
Posts: 73213
Location: Ramat Gan, Israel 🇮🇱
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Posted: Mon, 12th Dec 2011 20:12 Post subject: |
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I don't want to go into any inspector. I like everything spoon fed to me, because I'm dumb, I use Macs. 
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Posted: Mon, 12th Dec 2011 23:28 Post subject: |
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consolitis wrote: |
The reason it's taking longer is probably that they are trying to adapt it to not blur the text as AMD's driver MLAA.
Timothy Lottes wrote: | The challenge for a driver version of FXAA is that it can only run after the game renders the HUD or the UI (which is not the best place to run FXAA). Any driver FXAA cannot take advantage of the options available when an individual title integrates FXAA directly. For this reason driver FXAA uses a different version of FXAA, one that is more conservative, better on text than FXAA 3.11, but more expensive. |
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I don't understand. Then why the fxaa implementation in Skyrim (for example) do not blur the HUD like the fxaa inject does?
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Posted: Mon, 12th Dec 2011 23:36 Post subject: |
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But he says exactly that, an implementation by the devs won't blur it, because it's applied before the HUD is drawn.
The injector applies it to the final image, after the HUD has been drawn.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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Posted: Sat, 24th Dec 2011 10:49 Post subject: |
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How to make FXAA work? Its cheapest method proboably considering its quality/performance ratio.
I would like to apply it to Gears of War before I reply it.
anyone?
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
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ixigia
[Moderator] Consigliere
Posts: 65085
Location: Italy
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Posted: Sat, 24th Dec 2011 14:55 Post subject: |
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KillerCrocker wrote: | How to make FXAA work? Its cheapest method proboably considering its quality/performance ratio.
I would like to apply it to Gears of War before I reply it.
anyone? |
Just put all the files in the same folder where there's the game's executable 
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Posted: Thu, 29th Dec 2011 01:00 Post subject: |
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what files?
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
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ixigia
[Moderator] Consigliere
Posts: 65085
Location: Italy
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Posted: Thu, 29th Dec 2011 01:11 Post subject: |
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KillerCrocker wrote: | what files? |
These ones:
consolitis wrote: | http://hotfile.com/dl/125975700/ef4f3b1/injectFxaa_by_some_dude_9.7z.html |
(it's an old build but it should work without problems -I think-)
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