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nVidia's FXAA and SMAA mode in progress (anti-aliasing)
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TheHunter
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Lightbulb nVidia's FXAA and SMAA mode in progress (anti-aliasing) - 07-20-2011, 02:07 | posts: 13,439 | Location: √╥²

NEW improved post process AA - Inject SMAA 1.1 by mrhaandi

Description

Adds "Subpixel Morphological Antialiasing" to an application
Is based on "injectFXAA" (written by "some dude")
Is supposed to work only with directx 9, directx 10, directx 11, x86 applications
May be incompatible with any other form of antialiasing

SMAA is a very efficient GPU-based MLAA implementation, capable of handling subpixel features seamlessly, and featuring an advanced pattern detection & handling mechanism.
http://www.iryoku.com/smaa/


Update notes:

1.1

*Fix: (d3d9) GTA4 AlphaTest issue
*Fix: (d3d9) GTA4 DepthStencil issue


1.0


*Add: SMAA 1x is our enhaced MLAA implementation



In the near future:
Quote:
SMAA 1x is our enhaced MLAA implementation.
SMAA T2x is temporal SSAA 2x + MLAA.
SMAA S2x is MSAA 2x + MLAA.
SMAA 4x is MLAA + TSSAA 2x + MSAA 2x.

Quote:
Install
If the game uses DirectX 9, put all files from the d3d9 directory into the directory containing the game executable.
If the game uses DirectX 10/11, put all files from the d3d10 directory into the directory containing the game executable.


Uninstall
Remove the files.


Notes

You may need to run your applications as administrator (required to write the logfile).
Do not use this tool while playing on anti cheat enabled servers (may be detected as a cheating measure)!

Do not mix d3d9 and d3d10 the files.
Install the latest DirectX runtime.
A "log.log" file is created to log behaviour/ bugs. Look inside to get additional information.
If the "log.log" file is not created then you use the wrong "*.dll" or you put it into the wrong directory.
Try to put the files into different directories before saying it doesn't work.

Keys

PAUSE : Enable/Disable SMAA
PRINT SCREEN : Screenshot
NoAA

Inject FXAA

Inject SMAA


Direct download link
:
https://docs.google.com/leaf?id=0B-N...0OTM0&hl=en_US



Big tnx MfA for the info
---------------------------------------------------------
_________________________________________________
---------------------------------------------------------



InjectFXAA 10.7b by somedude

http://www.mediafire.com/?vxq2f9aai93rtbc

http://hotfile.com/dl/126721760/6694...ude_10.7z.html


FXAA Post Process Injection >>> extra Tone mapping, Bloom, Gradients,..
http://www.assembla.com/spaces/fxaa-pp-inject/documents

--------------------------------------------------------------

How to use

1.For dx9 game use dx9 files inside dx9 folder, for Dx10/dx11 game then DX10 files inside dx10 folder.

2. Copy all 4 files to game directory
2.1 some games use base folder (by game exe), some bin32.. Well it depends on the game.. Check the log to see if its working.

2.2 To activate it ingame press Pause button (next to scroll lock)

3. To tweak it to your likings first open shader.fx with wordpad (shader.hlsl by dx10), scroll down and you will see these 3 parameters

0.65, //fxaaQualitySubpix (default: 0.75)
0.166, //fxaaQualityEdgeThreshold
0.0833, //fxaaQualityEdgeThresholdMin


what does each value do:
float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur (i found the best value between 0.60 - 0.65)
float fxaaQualityEdgeThreshold = 0.166; // Lower the value for more smoothing (can go to low as 0.113)
float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing (can go low as 0.0312)


fxaaQualityEdgeThresholdMin
// Trims the algorithm from processing darks.
// 0.0833 - upper limit (default, the start of visible unfiltered edges)
// 0.0625 - high quality (faster)
// 0.0312 - visible limit (slower)

3.1 its the same in dx10..


4. Now open sharpen.h with wordpad, its the same in both dx9/dx10.
4.1 Scroll a little and you will see these 2 parameters

#define SharpenEdge 0.15
#define Sharpen_val0 1.5

// pour le sharpen
Set values of the sharpening amount

#define SharpenEdge 0.2 // controls the edge of detection, lower more precise (its ok at ~ 0.12 - 0.15 or more by some, experiment)
#define Sharpen_val0 1.2 //default, higher value sharper filter (its ok up to ~ 1.4-1.5, by some games even 1.6)


________________________________________________

Background story about FXAA

 Click to show spoiler


Update: 3.11
 Click to show spoiler


3.9
 Click to show spoiler


source code link:
https://docs.google.com/leaf?id=0B2m...mODEx&hl=en_US

Last edited by TheHunter; 12-01-2011 at 00:29.
   
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setya5785
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Default 07-20-2011, 02:22 | posts: 7

latest forceware already had fxaa, just hidden.
you can activate fxaa in game profile using 3rd party app such as nvidia inspector
though i'm not sure which fxaa included.
   
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TheHunter
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Default 07-20-2011, 03:14 | posts: 13,439 | Location: √╥²

^
I know about that (i think its since r275) and its openGL only (and buggy). But this stuff is for all dx9, dx10, dx11 and openGL, although it looks like its still in bandages.



Well then there is also this:

SRAA (Subpixel Reconstruction Anti-Aliasing): NVIDIA’s reply to AMD’s MLAA

Quote:
Subpixel Reconstruction Antialiasing (SRAA) combines single-pixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost. SRAA targets deferred-shading renderers, which cannot use multisample antialiasing. SRAA operates as a post-process on a rendered image with superresolution depth and normal buffers, so it can be incorporated into an existing renderer without modifying the shaders. In this way SRAA resembles Morphological Antialiasing (MLAA), but the new algorithm can better respect geometric boundaries and has fixed runtime independent of scene and image complexity. SRAA benefits shading-bound applications. For example, our implementation evaluates SRAA in 1.8 ms (1280×720) to yield antialiasing quality comparable to 4-16x shading. Thus SRAA would produce a net speedup over supersampling for applications that spend 1 ms or more on shading; for comparison, most modern games spend 5-10 ms shading. We also describe simplifications that increase performance by reducing quality.
http://www.geeks3d.com/20110129/sraa...-to-amds-mlaa/


so now im not 100% which is the real deal, but it might be FXAA since its already "available" in openGL apps.
   
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CalinTM
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Default 07-20-2011, 06:27 | posts: 433 | Location: Timisoara, Romania

What this FXAA do ?
   
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Hey hunter
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yosef019
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Talking Hey hunter - 07-20-2011, 09:07 | posts: 1,295 | Location: Israel - Haifa

Can you show me how apply fxaa in games?
And what dx 9 10 11? Is work with fxaa
   
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TheHunter
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Default 07-20-2011, 13:52 | posts: 13,439 | Location: √╥²

idk yet, there is a source code 64kb fxaa file.


i had a flash maybe i could somehow inject it into driver but guess its not possible yet..


Quote:
What this FXAA do ?
its post process AA, what do you think it will do?

*hint* it will apply aa where its not possible, like GTA4, etc.
   
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DirkGently
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Default 07-20-2011, 14:05 | posts: 110 | Location: UK

FXAA has to be implemented in game. It's not something that can be forced through driver settings like MLAA.

It can be used by both Nvidia and AMD though so it's vendor agnostic.

http://www.hardocp.com/article/2011/...ing_technology
   
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Anarion
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Default 07-20-2011, 14:10 | posts: 9,174 | Location: Finland

I hope that they implement it officially in next drivers.

Quote:
Originally Posted by DirkGently View Post
FXAA has to be implemented in game. It's not something that can be forced through driver settings like MLAA.

It can be used by both Nvidia and AMD though so it's vendor agnostic.

http://www.hardocp.com/article/2011/...ing_technology
No. It's post processing filter. You can slap it even on static images. You forgot that it's already partially implemented in the drivers already. I don't know why they say otherwise in that article.

SRAA however is different story.

Last edited by Anarion; 07-20-2011 at 14:22.
   
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Default 07-20-2011, 15:44 | posts: 1,214 | Location: Americas

Crysis 2 uses FXAA (in DX9 & 11 - combined with Cryteks Post MSAA method). It can be toggled on and off using r_PostMSAAEdgeFilterNV 0/1
   
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Default 07-20-2011, 17:24 | posts: 125 | Location: New York, USA

the source code is a C file and inside it it says you can call it from a shader.

I know a while back they had a program d3doverrider(?) that you could use to force a program to use a custom shader... not sure if it works with new drivers or how to make a custom shader that calls this C module though.
   
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SirPauly
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Default 07-20-2011, 17:24 | posts: 30

Quote:
Originally Posted by DirkGently View Post
FXAA has to be implemented in game. It's not something that can be forced through driver settings like MLAA.

It can be used by both Nvidia and AMD though so it's vendor agnostic.

http://www.hardocp.com/article/2011/...ing_technology

Not exactly! It already can be forced in OpenGL.

Believe that FXAA will be offered globally and here is the evidence:

This was first offered from a poster named JackFuste at Rage:


Quote:
Antialiasing - FXAA

FXAA is a fast shader-based post-processing technique that can be applied to any program, including those which do not support other forms of hardware-based antialiasing. FXAA can be used in conjunction with other antialiasing settings to improve overall image quality. Note that enabling this setting globally may affect all programs rendered on the GPU, including video players and the Windows desktop.

• Turn FXAA on to improve image quality with a lesser performance impact than other antialiasing settings.

• Turn FXAA off if you notice artifacts or dithering around the edges of objects, particularly around text.
Then this poster -- Guzz -- offers how to enable the FXAA setting in the Control Panel and offers a screen shot, with the setting and the above data as the description:

http://forums.nvidia.com/index.php?s...&#entry1248230
   
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dchalf10
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Default 07-20-2011, 18:29 | posts: 4,044

Quote:
Originally Posted by calin05 View Post
What this FXAA do ?
It makes games look like a blurry mess. Just like MLAA.
   
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Default 07-20-2011, 18:32 | posts: 125 | Location: New York, USA

Quote:
Originally Posted by dchalf10 View Post
It makes games look like a blurry mess. Just like MLAA.
Yea FXAA in Duke Nukem Forever was kinda crappy, i personally think it should be applied on top of supersampling to look decent.
   
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Default 07-20-2011, 19:38 | posts: 352 | Location: Italia

in F3AR is not so bad, and the performances are not affected much.
   
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Default 07-20-2011, 19:50 | posts: 1,214 | Location: Americas

Quote:
Originally Posted by Sajittarius View Post
Yea FXAA in Duke Nukem Forever was kinda crappy, i personally think it should be applied on top of supersampling to look decent.
Supersampling is already blurry. You want to blur it even more?
   
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TheHunter
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Default 07-20-2011, 20:03 | posts: 13,439 | Location: √╥²

^
yea that's why i don't use TrAA SSAA - to blurry, std. multi sampling is much better, of course it doesn't eliminate all that shimmering but i would pick sharpness over blurriness anytime

Quote:
Originally Posted by erm View Post
in F3AR is not so bad, and the performances are not affected much.
imo its bad, i settled with 2xmsaa over FXAA and it looks the same if not better with sharper picture.. as you know 4xmsaa has some weird issues and can slow down to mid 40ish fps..



also to note this new 3.9 FXAA has sharper filtering technique. So guess they're improving it a bit.
   
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Default 07-20-2011, 20:12 | posts: 5,597 | Location: Timisoara, Romania

i hated mlaa, and i think i'll hate this fxaa if it behaves the same..
   
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Default 07-20-2011, 20:57 | posts: 411 | Location: Where you live

u can try and experience fxaa at latest nvidia sdk (not sure what is latest sdk version)
http://www.geeks3d.com/20110406/nvid...ect3d-11-only/
   
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Default 07-22-2011, 01:43 | posts: 31 | Location: Crytek Industries

Quote:
Originally Posted by rewt View Post
Supersampling is already blurry. You want to blur it even more?
   
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rewt
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Default 07-22-2011, 02:02 | posts: 1,214 | Location: Americas

With supersampling, every pixel on the screen is an average color of multiple sub-samples, which causes blur.

Contrast this to multisampling where only the edges of polygons are effectively blurred. Textures remain perfectly sharp.
   
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DarkTerror
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Default 07-22-2011, 02:13 | posts: 31 | Location: Crytek Industries

Quote:
Originally Posted by rewt View Post
With supersampling, every pixel on the screen is an average color of multiple sub-samples, which causes blur.

Contrast this to multisampling where only the edges of polygons are effectively blurred. Textures remain perfectly sharp.
If the textures are high res than the games res its never going to make a difference unless your playing a ancient game. Doom 3 supersampling makes a massive difference. You can try it out for yourself. SS is always superior or try with Metro 2033 which has very high res textures.
   
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rewt
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Default 07-22-2011, 02:21 | posts: 1,214 | Location: Americas

A texture is a texture. Supersampling will blur it.

Quote:
Originally Posted by DarkTerror View Post
SS is always superior.
at killing performance.
   
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Turdhat
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Default 07-22-2011, 03:14 | posts: 169 | Location: Louisville

I am pretty sure aa flag 0x000010c1 clears up blur when you use Sparse Grid Super Sampling. Since this type of aa has a bug it works like regular super sampling as far as its effect on aliasing and comes with the same performance hit. There is a thread over at the nvidia forums about this with images that show this aa flag, when used with nvinspector kills the blur.


Edit: Here is the link, the setup info and images.

I would like to clarify Problem again the SGSSAA Blur on the Basis of Screenshots and I hope that Nvidia a better SGSSAA Mode in the Driver integrated here, prevents the Blur!
It is currently possible with the help of AA Bits to eliminate the Blur, this works very well on Singlecards, but not always with SLI. Therefore, it would be better if NVIDIA would include a "new" SGSSAA Modus.

With this "0x000010C1" AA Bits can eliminate Blur from SGSSAA:

http://forums.nvidia.com/index.php?s...&#entry1220253
   
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dchalf10
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Default 07-22-2011, 03:23 | posts: 4,044

Quote:
Originally Posted by DarkTerror View Post
If the textures are high res than the games res its never going to make a difference unless your playing a ancient game. Doom 3 supersampling makes a massive difference. You can try it out for yourself. SS is always superior or try with Metro 2033 which has very high res textures.
Sorry dude but you're wrong.

SS does blur the screen. Try it in ME2, it has noticeable blur with SSAA.

So it's a tossup between crisp colour wise or aliasing wise really.

The problem with FXAA is that it blurs the image too; but to a much larger degree and it still doesn't get rid of aliasing as good as 4msaa.

So it's just another cheap trick for the console crowd I guess.
   
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rewt
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Default 07-22-2011, 04:02 | posts: 1,214 | Location: Americas

Quote:
Originally Posted by Turdhat View Post
I am pretty sure aa flag 0x000010c1 clears up blur when you use Sparse Grid Super Sampling.
Yes, it does help a little, but it doesn't completely eliminate blur. I've already done comparisons, and multisampling still produces a sharper image at much better performance (in games where either method can be applied).

This is not to say that I don't use supersampling myself on occasion.

Last edited by rewt; 07-22-2011 at 04:26.
   
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