Anti-Aliasing?
#31
(01-17-2013, 01:17 AM)Tyestor Wrote: Game 1: [PAL]Dragon Ball Z Budokai 3 - Collector's Edition
The sheer amount of blurring in that game both removes the need for FXAA and makes it impossible to apply it. You can't see it working because it isn't working at all. If you found a way to get rid of the blurring (skipdraw), you'd be able to see it (but in the process likely remove some other effects).
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#32
(01-17-2013, 01:27 PM)roxahris Wrote: The sheer amount of blurring in that game both removes the need for FXAA and makes it impossible to apply it. You can't see it working because it isn't working at all. If you found a way to get rid of the blurring (skipdraw), you'd be able to see it (but in the process likely remove some other effects).

(01-17-2013, 02:42 AM)avih Wrote: From your screenshots, it's working. For example, look at the spikes around the arena.

However, the effect is very subtle since you appear to use already high internal resolution (x3 or above probably), so when the image is resized back to the window size, regardless of FXAA (or any other shader based AA), you already have FSAA applied in it's most basic implementation: Render very high resolution, shrink to window -> edges are smoothed.

If you'll choose native resolution or X2 resolution you'll notice FXAA much more.

The aim of FXAA (and other shader based AA) is to AVOID rendering at very high resolution, since this is very taxing on the GPU. So instead you render at a lower resolution, and apply the AA "filter" (e.g. FXAA), which, on some (hopefully many) cases makes it look AS IF you rendered at high resolution and then shrinked to the window, BUT it's much less taxing on the GPU, so you can have higher frame rates with similar image quality.

Plus, I have skipdraw enabled. When it's on 1 it only affects games that need it from what I have noticed.
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