Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by GanjaStar, Jan 16, 2011.
What feature for nvidia cards do they have that is similar to MLAA from ati?
Doesn't work here either Win XP DX9 patch 1.9 tested on the Nanosuite Room
the red ring on the floor is still aliased only r_PostMSAA = 1 works but it blurs the entire screen and looks ugly like hell
http://img98.imageshack.us/img98/1770/noaacompbitsset.png <- Compatibility Bits set 2x SGSSAA no effect
http://img26.imageshack.us/img26/4485/postmsaaedgefilter1.png <- r_PostMSAA = 1 and r_PostMSAAEdgefilter = 1 is just to blurry changing it to r_PostMSAAEdefilter = 2 lowers the blurr but to much aliasing gets visible again
Also works in DirectX.
Anyone know the answer to my question?
SRAA - (Subpixel Reconstruction Anti-Aliasing).
In the near future FXAA will be implemented in the driver.
FXAA gives very similar results in quality in comparison with MLAA.
What driver is that?
SRAA is the Nvidia equivalent of MLAA, and FXAA is already available...
I'm quite sure that SRAA need engine support. It's a bit more than just post-processing filter like FXAA and MLAA. I'm sure that we are not going to see SRAA in drivers. Why? It need super resolution depth buffer (and super resolution normal buffer, if you want higher quality).
So? Sure, you can implement in existing renderers but hacking it in via drivers is something else since it requires super resolution depth buffer (and super resolution normal buffer if you want even better quality).
What's your point?
I made my point. What part did you not understand? I'm just saying that there's a reason why we aren't (most likely) going to see driver option for forcing it in every game.
What are you talking about?
I don't understand why you quoted my post, because I never said SRAA would be implemented through the driver..:3eyes:
I kinda thought that you meant that when you said that it is NVIDIAs answer to MLAA.
Im pretty sure its FXAA that needed developer support. I know it works in Opengl but i think to use it in DX it needs to be coded into a game. SRAA is supposed to be Nvidia's answer to MLAA to compete with AMD. Its suppossed to work at the driver level so that it can be used with games that don't support it like GTA 4. That was the whole point of it.
There's nothing that special in FXAA and having read the white papers about both I don't see why they would need special developer support for that - it's much more simple than SRAA in a certain way (post-processing filter, no need for super resolution buffers or anything like that). The fact that it's already partly implemented (and partly working) in the driver just proves it that they plan to use it as their answer against MLAA. Also, I've only seen CUDA implementation (code) for SRAA. I don't know how easy it is to implement in HLSL/GLSL.
But anyway, I bet we will see soon enough.
Thanks guys, my 9800gt doesn't have that option, so i guess when i pick up my GTX 550, it will right?
Please explain what you mean by super resolution buffers i honestly don't know what that is. Enlighten me please.
yeah in duke nukem, fear 3 and age of conan but not if you try to force it in other games like.. well.. gta 4.