The goal of MFAA is to offer equivalent antialiasing at higher frame rates. We’ll be examining the just-released Assassin’s Creed Unity to see if MFAA can alleviate some of the frame rate problems we saw in that title with antialiasing enabled. Nvidia is still working to add support for more games, but MFAA is currently available in 20 titles, including Assassin’s Creed Unity, Battlefield 4, Civilization 5, Civilization: Beyond Earth, Crysis 3, and Titanfall. MFAA is similar to TXAA in that it also uses temporal sampling in its algorithm, but it doesn’t implement the same pixel-shader filters or require the same degree of engine integration. ![]() ![]() It was explicitly designed to give game developers the ability to implement a more cinematic feeling to a title and is designed to improve on MSAA’s rendering without the performance hit of supersampling. MFAA is different from TXAA, in that TXAA requires the game developer to specifically implement the rendering method in each title and uses sample information from previous frames to create smoother output. There are multiple techniques to reduce the appearance of these visual artifacts, from rendering the scene internally at 2-4x the current resolution (supersampling), to sampling line edges and geometry but avoiding the need to sample textures multiple times (multisampling), to performing edge detection and smoothing in software without the need for sub-pixel sampling (Fast Approximate Antialiasing, or FXAA).Įach of these technologies comes with a performance tradeoff, and both AMD and Nvidia have experimented with implementing various types of filters, temporal antialiasing, and in Nvidia’s case, TXAA. ![]() The term antialiasing refers to a wide range of rendering techniques designed to reduce the appearance of jagged, crawling lines on a moving render surface.
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