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Metro last light image
Metro last light image












On a fully deferred rendering system (all Metro games) 2x SSAA runs more efficient and looks better than 4x MSAA. They opposed FXAA (which they rewrote for AAA) and TXAA (both Nvidia tech) because they think AA should be the job of the programmers and not some magic one-all by the drivers. Interesting note about development of 4A's Anti Aliasing development, the engineers are pretty smart. And because SSAA supersamples everything, AAA is also supersampled, doubling in quality when 4X SSAA is enabled."

metro last light image

To ensure maximum anti-aliasing quality, 4A continue to use AAA even when SSAA is enabled, simultaneously drawing on the strengths of both techniques. At 3X SSAA the downsample resolution increases to 3264x1836, and at 4X SSAA it is 3840x2160, the resolution of next-gen “4K” monitors and screens. In other words, on a player's 1920x1080 monitor, 2X SSAA renders Last Light at 2688x1512 on the GPU before resizing the image to 1920x1080, increasing the amount of detail per pixel. For Last Light, 4A has replaced Multisample Anti-Aliasing with Supersampling Anti-Aliasing (SSAA), which creates a significantly smoother, more detailed image by internally rendering every element of the screen at a higher resolution. Unfortunately, due to 2033’s deferred lighting, the performance impact of MSAA was tremendous, making its use unfeasible on anything other than a three or four multi-GPU system when every other setting was enabled and maxed out. In Metro 2033, players could utilize Multisample Anti-Aliasing (MSAA) instead of Analytical Anti-Aliasing to generate an even sharper, less aliased image. A combination of FXAA and 4A tech, AAA improves upon other post-processing anti-aliasing techniques by doubling the internal resolution of the picture using pattern and shape detection, and downsampling the post-processed result back to the user’s screen resolution, resulting in an anti-aliased image that is far smoother and clearer than traditional post-process techniques can create. "By default, Metro: Last Light utilizes 4A’s proprietary Analytical Anti-Aliasing (AAA) to lessen the impact of jagged, aliased edges on geometry, objects, characters, transparent textures, and all other screen elements. This excerpt is straight from Nvidia and 4A: This is not additive or exponential, it is multiplicative then applied to a ratio. While 4x SSAA gives 8,294,400 pixels, 8 million pixels is not 8k resolution (so no one gets antzy here!) which is 3840x2160 internal rendering resolution. Meaning the total number of pixels, not double both dimensions therefore, 2x SSAA gives 4,147,200 pixels, break that down into a 16:9 multiplicative ratio and you get 2688x1512. Speaking in terms of FHD or 1920x1080, that is 2,073,600 pixels, 2x SSAA doubles your internal rendering resolution.

metro last light image

There is a LOT of misconception about SSAA, so here is the truth.














Metro last light image