nvidia's new AA filters: FXAA / TXAA / MFAA / ...
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ixigia
[Moderator] Consigliere



Posts: 65135
Location: Italy
PostPosted: Tue, 23rd Apr 2013 00:10    Post subject:
Great release
PickupArtist wrote:
how come many gfx card fansites dont have big topics about this? why is thing still so underground?

only very few games that benefit from it ? (unreal engine?)

As far as I know Guru3D and 3DCenter have been covering this since forever in their forums, it's a bit underground but not as much as you think Very Happy. The injector if configured properly is useful for almost any game out there, especially all them nasty console ports that lack of proper PC features and are tainted by the usual horrible vaseline filters. It's kinda like having Photoshop for games, where you can dynamically tweak every aspect about the IQ.
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spajdr




Posts: 1842
Location: Czechia
PostPosted: Tue, 4th Jun 2013 10:34    Post subject:
Boulotaur2024 injector got few updates in last weeks so here is the log.:

Update 2013-05-01 :
DX11 : Speed improvements
DX9 : SMAA pass is also separated from the other effects.
DX9 : Fixed the "weakness" of effects
Should now work equally well with the KB2670838 update installed or not

Update 2013-05-05 :
SMAA implemented last, after all the effects are rendered (should look smoother)

Update 2013-05-27 :
Improved performance for DX11
Added gaussian blur, bloom, (costly) unsharpmasking (DX9 only)
Added film grain effect for DX9 and DX11
Slightly modified ArcadeCRT shader so it scales better

Update 2013-06-01 :
Fixed compatibility issues (Grid 2, Dota2...)
Added gaussian blur, bloom, (costly) unsharpmasking for DX10/11 as well

Source.:
http://forums.guru3d.com/showpost.php?p=4581604&postcount=528
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spajdr




Posts: 1842
Location: Czechia
PostPosted: Mon, 24th Jun 2013 11:06    Post subject:
Originally Posted by Crosire
So after more than two months of work I'm finally able to release a first public preview of a project I'm currently working. You probably know that all of the current Post Processing injectors do not support OpenGL, only DirectX. This is a little sad, because there are good games out there which are build on OpenGL and so SweetFX or similar cannot be used with them.

I thought it was time to change this fact and so began to write "eFX", which was going to solve this. A single OpenGL injector would have made things even more complicated though and so DirectX 9, 10 and 11 support is in too.
After my first alpha started and was shared with a small group of people, Boulotaur showed off his own project for post processing injection, which seems to work pretty well. Unfortunally it has no support for OpenGL too and so I continued on my project. To be clear, I'm not trying to rip him off or anything, I'm just trying to make post processing even more powerful and allow a wider range of games to be used with it.

As more and more ideas came into my mind, it's getting more powerfull every build. Current features are starting from an ingame settings editor, framerate counter (for DirectX and OpenGL of course), a force window mode option (with ability to use a borderless fullscreen window) and a .Net plugin framework allowing developers to access the games window and write additions to them (very basic example included, scripts can be writting in C# or VB.Net). It has also support for both, 32 and 64 bit games and combines all of its features in one single file (eFX.dll) instead of several (like dxgi.dll and d3d9.dll). More to come.
As OpenGL does not come with an build-in effect framework like DirectX has (Effects 9, 10 and 11, the API behind the ".fx" files with "techniques" etc.), eFX uses the powerful "GLFX", which tries to simulate a similar framework, but with OpenGL's own shader language (which is GLSL). It should not be that hard to convert existing HLSL shaders to this structure, one disadvantage is that you can only use "#include" in the top shader file, so no nesting is possible.

A full description and download link for the now released open beta can be found on the project page at http://crosire.tk/?p=54, a quick example showing the OpenGL support with two screenshots of Minecraft too.
The download comes with a readme which explains on how to install it (it's pretty simple, but will be improved with an installer in the future) and a quick guide on the usage. It does not come with any shaders though (just default files, which do not alter the image at all), so you would need to add them yourself. SweetFX can be used with all DirectX games, as they are written in HLSL, I can also provide a simple DirectX 9 SweetFX compatibility shader, if you ask for it.

Thanks for reading, it's a long text, but I hope it explains the project a little bit. As it reached open beta, it is still buggy at some points. If you find any bugs, I would be happy if you report them, if you run into problems, contact me and I will try to sort them out. There are still plans for the future, like adding FXAA and SMAA, which are not yet added because I want the base to work fine before going into the details.

Feedback warmly welcomed!
Cheers,
Crosire

Taken from.:
http://forums.guru3d.com/showpost.php?p=4623644&postcount=1233
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consolitis
VIP Member



Posts: 27317

PostPosted: Mon, 24th Jun 2013 11:51    Post subject:
Sweet!

But quotes, how do they work Smile


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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consolitis
VIP Member



Posts: 27317

PostPosted: Tue, 18th Nov 2014 17:37    Post subject:
Thread repurposement mwahahahha Very Happy

The new nvidia drivers finally allow you to enable MFAA in the following games:

Quote:
Assassin's Creed IV: Black Flag
Assassin's Creed Unity
Battlefield 4
Civilization V
Crysis 3
DiRT 3
DiRT Showdown
F1 2013
F1 2014
Far Cry 3
Far Cry 3: Blood Dragon
GRID 2
GRID Autosport
Hitman: Absolution
Just Cause 2
Monster Hunter Online Benchmark
Saints Row IV
Sid Meier's Civilization: Beyond Earth
Splinter Cell: Blacklist
Titanfall
Wargame: European Escalation


nvidia has some benchmarks and it looks like 4x MFAA is 5-10 fps faster than 4x MSAA:



The question is how comparable it looks though. Is it close enough most of the time, or it actually closer to 2x MSAA.. I'm sure someone will test it out.

Download and instructions here: http://www.geforce.com/whats-new/articles/geforce-344-75-whql-driver-released


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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Werelds
Special Little Man



Posts: 15098
Location: 0100111001001100
PostPosted: Tue, 18th Nov 2014 17:41    Post subject:
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Kein
Banned



Posts: 6099

PostPosted: Tue, 18th Nov 2014 22:46    Post subject:
Haha
Time for Crysis 3!
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Interinactive
VIP Member



Posts: 29477

PostPosted: Tue, 18th Nov 2014 22:47    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 01:31; edited 1 time in total
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JBeckman
VIP Member



Posts: 35191
Location: Sweden
PostPosted: Tue, 18th Nov 2014 23:21    Post subject:
Werelds made a comment in the Nvidia driver thread in the hardware section about that, something about how it needs access to the previous frame or frames and with AFR scaling that's not possible although another user commented that Nvidia was planning to support it later on.
(Unsure how they would do that though.)
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LeoNatan
☢ NFOHump Despot ☢



Posts: 73383
Location: Ramat HaSharon, Israel 🇮🇱
PostPosted: Tue, 25th Apr 2017 17:50    Post subject: Re: nvidia's new AA filters: FXAA / TXAA / MFAA / ...
consolitis wrote:
SRAA

Whatever happened to this one? Did this turn into FXAA?
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JBeckman
VIP Member



Posts: 35191
Location: Sweden
PostPosted: Tue, 25th Apr 2017 17:56    Post subject:
Most of what I can find are from 2011 as a Nvidia research paper, there's this too from 2014 but I guess these days temporal AA is taking over as a cheap and effective form of anti aliasing and before that FXAA with SMAA used occasionally.
(Relative to performance, TAA has it's downsides too but it's fast.)

http://theagentd.blogspot.se/2014/06/temporal-subpixel-reconstruction.html

Or for Nvidia there's TXAA to combine temporal and multisampling anti-aliasing.
(There's some blurriness but it is effective though not exactly cheap.)

Temporal SRAA as used in that blog article sounds like it could have been pretty neat though.
(I believe Intel had something too, CMAA but it never really amounted to anything either far as I know.)
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