how to use hack feature anti aliassing
#11
(08-02-2011, 03:38 PM)luke76bg Wrote: so it's not like mlaa from ati that blur the fps counter from fraps right ? It's more subtle ?

Actually, FXAA is considered slightly more crude compared to MLAA (but much cheaper on GPU resources). However, MLAA works at the driver and affects the entire window, thus also blurring the Fraps display, while FXAA only affects PCSX2 rendering, so it doesn't affect the Fraps display which is overlayed over the PCSX2 rendering (logically speaking).
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#12
I also use just 2xAA or 4xAA, it just looks better. Of course if you have a weak GPU then a small bit of blur is worth it to lose jaggies...So its a good feature to include regardless. It seems more geared towards the consoles though overall [ps3 and xbox 360].
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#13
FXAA is only cheaper because its not implemented in directcompute.
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#14
ok now i understand thanks avih ^^
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#15
(08-02-2011, 05:54 PM)Squall Leonhart Wrote: FXAA is only cheaper because its not implemented in directcompute.
Maybe on the PS3 if you're already doing post processing on the CPU and have left over CPU time for MLAA FXAA should always be faster. A Dice dev got FXAA2 down to .9ms on BF3 vs 1.6ms for MLAA.
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#16
Nobodies comparing console crap here.

the Driver implementation of MLAA is notoriously expensive because it uses Directcompute.
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