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| General ATI Radeon Discussion General discussion for discrete ATI Radeon graphics products. Do not ask for tech support here, instead please use the ATI Radeon Technical Support forum. |
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#1 | Advertisement (Guests Only)
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Elliot Swan
Join Date: Feb 2005
Location: in its right place
Posts: 1,662
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Taken from Anandtech: http://www.anandtech.com/video/showdoc.aspx?i=3643&p=14 8xMSAA ![]() new ATI's 8xSSAA ![]() |
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#2 |
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ATI WHORE
Join Date: Mar 2003
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Posts: 8,776
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its the nature of SSAA when you do it on EVERYTHING. textures included
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#3 |
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Did someone say, RGSSAA?
Join Date: May 2001
Location:
New England
Posts: 9,579
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That's really blurry and looks like they're not adding any negative lod to compensate.
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#4 |
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Rage3D Scrub
Join Date: Sep 2007
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If you read the article you will see they said it's a bug with source engine games and that they then tested Crysis Warhead and the image quality was on par with MSAA+AAA and not blurry.. You will also see that they say Nvidia SSAA is even worse and they couldn't even use it for testing because it made whole branches disappear, which is why Nvidia doesn't officialy support it. They even go as far to say that Nvidia SSAA is no good for general use..
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_________________________ Last edited by demowhc : Sep 23, 2009 at 06:55 AM. |
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#5 |
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Hipster Dufus
Join Date: Mar 2004
Location: Sweden
Posts: 5,015
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It´s awesome they´re including official SSAA support either way. Maybe NV will get around and do the same. And hopefully developers start adding it as an option in game, as its evidently not working in DX10/DX11, and would be tricky to get it to work. But if devs put it in themselves, it would be guaranteed to work. on a side note, the game Trine ONLY offers SSAA as it is.
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#6 |
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Elliot Swan
Join Date: Feb 2005
Location: in its right place
Posts: 1,662
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there's no SSAA performance investigation in HD5870 official reviews around internet, this still be a mystery one or two link could answer |
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#7 | |
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Did someone say, RGSSAA?
Join Date: May 2001
Location:
New England
Posts: 9,579
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Quote:
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#8 |
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Radeon HD 4830
Join Date: Dec 2005
Posts: 166
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Looks like you need to manually set negative LoD values using ATi Tray Tools. Works in Crysis apparently, and removes the blur caused by SSAA. LINK
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#9 |
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Did someone say, RGSSAA?
Join Date: May 2001
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New England
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That's a great example of a benefit from that site -- PCGH is one of my favorites with Computerbase.de
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Really enjoy 3d gaming flexibility; a gamer's best friend! |
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#10 | |
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Elliot Swan
Join Date: Feb 2005
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Quote:
anyone has source for SSAA performance hit? |
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#11 |
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Rage3D Veteran
Join Date: Jul 2005
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NY, NY
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#12 | |
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Did someone say, RGSSAA?
Join Date: May 2001
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New England
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That's not a problem at all to me -- as long as there is a tool to add negative lod -- which there is. Quote:
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Really enjoy 3d gaming flexibility; a gamer's best friend! Last edited by SIrPauly : Sep 23, 2009 at 09:41 AM. |
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#13 |
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Radeon HD 4830
Join Date: Nov 2003
Posts: 193
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Blurry = bug Branches disappearing = ordered grid SSAA
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#14 |
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Did someone say, RGSSAA?
Join Date: May 2001
Location:
New England
Posts: 9,579
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The branches are missing with ATI's multi-sampling and super-sampling as well. nVidia's super-sampled foliage detail is very similar to ATI's -- multi-sampling and super-sampling. Personally investigated the foliage in Half-life 2 and it is virtually the same with multi-sampling and super-sampling -- except cleaner with super-sampling.
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Really enjoy 3d gaming flexibility; a gamer's best friend! |
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#16 |
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Rage3D Technical Writer
Join Date: Oct 2003
Posts: 29,060
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I saw flickering in Unigine Tropics with 8xSSAA applied. Didn't try adjusting LOD yet. |
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#17 |
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Rage3D Veteran
Join Date: Apr 2006
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#18 |
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Cozumel Island
Join Date: Sep 2005
Posts: 2,020
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This just looks amazing: 8x SSAA/16:1 AF, LOD -2 (manuell angepasst) ![]() |
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#20 | |
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Wii do what?
Join Date: Apr 2006
Location:
San Antonio
Posts: 10,023
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I'm thinking ATi is going to auto adjust the LOD when SS is engaged in future driver revisions. I'm just glad we have it finally.
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#22 |
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ATI Guru
Join Date: May 2002
Location: Bay Area, CA.
Posts: 1,923
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The blurriness appears to only happen on HL2:EP2. We are investigating. Other titles are fine. |
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#23 | |
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Wii do what?
Join Date: Apr 2006
Location:
San Antonio
Posts: 10,023
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I wonder if caveman can do a in depth testing on SSAA on various games, investigating the quality and performance across several resolutions, and samples.
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#24 |
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Radeon HD 4830
Join Date: Oct 2008
Posts: 104
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What's interesting about the comparison link of MSAA vs SGSSA LOD 0 vs SGSSA LOD -2 is that MSAA has less detail than the -2 section when you're looking at the road about 15 ft out. It didn't seem too bad until you go to the -2 and notice how much detail isn't there. I'm assuming that MSAA with LOD -2 would have the same effect, more or less? Why isn't that adjustment in CC if it improves things that much?? |
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#25 | ||
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Rage3D Scrub
Join Date: Sep 2007
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Quote:
Quote:
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_________________________ Last edited by demowhc : Sep 24, 2009 at 11:07 AM. |
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#26 | |
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Wii do what?
Join Date: Apr 2006
Location:
San Antonio
Posts: 10,023
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Super Sample does not filter Textures, but it does correct aliasing on textures.
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#27 |
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Rage3D Technical Writer
Join Date: Oct 2003
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#28 | |
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Did someone say, RGSSAA?
Join Date: May 2001
Location:
New England
Posts: 9,579
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Quote:
With a quality super-sampled one may add additional negative lod to add wonderful detail without the expense of added noise - flickering/shimmering type eye-soars. If you try to add a lot of negative lod to just conventional multi-sampling -- the moving experience would be a shimmering mess at times but with a quality super-sampled -- very clean while moving, one may imagine, in that example.
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Really enjoy 3d gaming flexibility; a gamer's best friend! |
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#29 | |
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Did someone say, RGSSAA?
Join Date: May 2001
Location:
New England
Posts: 9,579
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Quote:
It's not sexy -- will not win any benches -- but if you have spare performance and a title that it may enhance -- so great to have this flexibility.
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Really enjoy 3d gaming flexibility; a gamer's best friend! |
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#30 |
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Elliot Swan
Join Date: Feb 2005
Location: in its right place
Posts: 1,662
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