Go Back   Rage3D » Rage3D Discussion Area » ATi Graphics Technology Forum » General ATI Radeon Discussion
Rage3D Subscribe Register FAQ Members List Calendar Mark Forums Read

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.

Reply
 
Thread Tools Display Modes
Old Sep 23, 2009, 06:06 AM   #1
Advertisement (Guests Only)
Login or Register to remove this ad
becco
Elliot Swan
 
Join Date: Feb 2005
Location: in its right place
Posts: 1,662


Default HD5800 SuperSample AA, why it's blurry?

Taken from Anandtech: http://www.anandtech.com/video/showdoc.aspx?i=3643&p=14

8xMSAA


new ATI's 8xSSAA
becco is offline   Reply With Quote
Old Sep 23, 2009, 06:17 AM   #2
Gandalfthewhite
ATI WHORE
 
Join Date: Mar 2003
Location: United States Middle Earth also known as AZ
Posts: 8,776


Default

its the nature of SSAA when you do it on EVERYTHING. textures included
__________________
Main rig: look at system spec tab
Secondary rig: Chieftec dragon|ABIT AT8|Amd opteron 165 @ 2.025ghz|zalman CNPS 9500| 2 GB Mushkin DDR|2x120gb WD hds|16x Benq DVDRW | Sapphire 3450|dual boot winxp pro and vista ultimate 32bit


HOURGLASS = most appropriate named ICON/CURSOR in the Windows world :-)

In a dank corner of ATI central, the carpet covered with corn flakes, the faint sound of clicking can be heard........Click......click, click............as the fate of the graphics world and the future of the human race hangs in the balance.

I know....I know........Keep my day job :-)- catcather
Gandalfthewhite is offline   Reply With Quote
Old Sep 23, 2009, 06:41 AM   #3
SIrPauly
Did someone say, RGSSAA?
 
Join Date: May 2001
Location: United States New England
Posts: 9,579


Default

That's really blurry and looks like they're not adding any negative lod to compensate.
__________________
Really enjoy 3d gaming flexibility; a gamer's best friend!
SIrPauly is offline   Reply With Quote
Advertisement (Guests Only)
Login or Register to remove this ad
Old Sep 23, 2009, 06:50 AM   #4
demowhc
Rage3D Scrub
 
Join Date: Sep 2007
Location: Australia Melbourne
Posts: 2,846


Default

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..
__________________
_________________________

Last edited by demowhc : Sep 23, 2009 at 06:55 AM.
demowhc is online now   Reply With Quote
Old Sep 23, 2009, 07:45 AM   #5
jolle
Hipster Dufus
 
Join Date: Mar 2004
Location: Sweden
Posts: 5,015


Default

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.
__________________
you jump out of that plane and that parachute doesnt open, the helmet is now wearing YOU for protection. -JS
jolle is offline   Reply With Quote
Old Sep 23, 2009, 07:59 AM   #6
becco
Elliot Swan
 
Join Date: Feb 2005
Location: in its right place
Posts: 1,662


Default

there's no SSAA performance investigation in HD5870 official reviews around internet, this still be a mystery
one or two link could answer
becco is offline   Reply With Quote
Old Sep 23, 2009, 07:59 AM   #7
SIrPauly
Did someone say, RGSSAA?
 
Join Date: May 2001
Location: United States New England
Posts: 9,579


Default

Quote:
Originally Posted by demowhc View Post
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..
Just tried Half-life 2 with x4 SSAA, x16 SSAA, x8SQ and investigated foliage and don't receive what Anand offered. Even if you look at his shot -- the nVidia multi-sampling shot for some odd reason has additional alpha test foliage that is not offered in any of the other shots from ATI or nVidia's super-sampled in that sites example. Something is amiss here and what makes it worse -- the site uses this example to blanket the feature.
__________________
Really enjoy 3d gaming flexibility; a gamer's best friend!
SIrPauly is offline   Reply With Quote
Old Sep 23, 2009, 08:07 AM   #8
SySTaX3r
Radeon HD 4830
 
Join Date: Dec 2005
Posts: 166


Default

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
__________________
C2DQ6600 @ 3.5 / 8Gig DDR2 / Rampage Formula / HD4870X2 / BenQ FP241VW 24" / X-Fi Fatality / Logitech Z5500 / Tt 1200Watt PSU / 4X WD Raptor150 RAI0 0 / Vista64 SP2

Last edited by SySTaX3r : Sep 23, 2009 at 08:11 AM.
SySTaX3r is offline   Reply With Quote
Old Sep 23, 2009, 08:13 AM   #9
SIrPauly
Did someone say, RGSSAA?
 
Join Date: May 2001
Location: United States New England
Posts: 9,579


Default

That's a great example of a benefit from that site -- PCGH is one of my favorites with Computerbase.de
__________________
Really enjoy 3d gaming flexibility; a gamer's best friend!
SIrPauly is offline   Reply With Quote
Old Sep 23, 2009, 08:18 AM   #10
becco
Elliot Swan
 
Join Date: Feb 2005
Location: in its right place
Posts: 1,662


Default

Quote:
Originally Posted by SySTaX3r View Post
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
very nice 8xSSAA with LOD: 2

anyone has source for SSAA performance hit?
becco is offline   Reply With Quote
Old Sep 23, 2009, 09:34 AM   #11
razor1
Rage3D Veteran
 
Join Date: Jul 2005
Location: United States NY, NY
Posts: 4,952


Default

Quote:
Originally Posted by SIrPauly View Post
That's really blurry and looks like they're not adding any negative lod to compensate.

Yep you have to adjust the lod levels to decrease the blur.
__________________


Quote:
Originally Posted by silent_guy View Post
What exactly do you think would happen if you *did* connect a large load? The arrival of the Four Horsemen of the Apocalypse?
Quote:
Originally Posted by Charlie
Contrast that with the GT300 approach. There is no dedicated tesselator, and if you use that DX11 feature, it will take large amounts of shader time, used inefficiently as is the case with general purpose hardware. You will then need the same shaders again to render the triangles. 250K to 1 Million triangles on the GT300 should be notably slower than straight 1 Million triangles.
http://www.theinquirer.net/inquirer/news/1137331/a-look-nvidia-gt300-architecture

Quote:
Originally Posted by Corum Jhaelen Irsei View Post
and you tell me I am in for a suprise? It is the FX; Late, hot, needing insane clock rates for its size. You have yet to show even one of my posts wrong.
razor1 is offline   Reply With Quote
Old Sep 23, 2009, 09:38 AM   #12
SIrPauly
Did someone say, RGSSAA?
 
Join Date: May 2001
Location: United States New England
Posts: 9,579


Default

That's not a problem at all to me -- as long as there is a tool to add negative lod -- which there is.


Quote:
Originally Posted by PCGH
SSAA in games
In comparison to the internal Oversampling, which can be forced on Geforce graphics cards with the tool Nhancer, the texture LoD is not adjusted with Ati's SSAA. To put it bluntly this means that the amount of AF is not increased. With a third party application like the Ati Tray Tools you can adjust the LoD by hand in order to receive the best texture sharpness. For 2x SSAA we don't recommend any changes yet, but for 4x SSAA you should set the LoD to -1 and for 8x SSAA -2 or -3 are flicker free - depending on the texture content.
-3 is flicker free depending on content -- that's a lot of detail.
__________________
Really enjoy 3d gaming flexibility; a gamer's best friend!

Last edited by SIrPauly : Sep 23, 2009 at 09:41 AM.
SIrPauly is offline   Reply With Quote
Old Sep 23, 2009, 09:54 AM   #13
venom1969
Radeon HD 4830
 
Join Date: Nov 2003
Posts: 193


Default

Blurry = bug
Branches disappearing = ordered grid SSAA
__________________
E6600 | Thermalright Ultra Extreme | Asus Rampage Formula | 4GB GSkill F2-8000 | HD4870 CF | Corsair HX620 | Pioneer DVR-111D | WD Raptor X Seagate Hitachi HDD | 2001FP | 3007WFP | MX1000 | Z5400 | P180
Dell 640M | T7200 | 1Gb DDR2 | 60Gb 4200rpm
venom1969 is offline   Reply With Quote
Old Sep 23, 2009, 10:02 AM   #14
SIrPauly
Did someone say, RGSSAA?
 
Join Date: May 2001
Location: United States New England
Posts: 9,579


Default

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.
__________________
Really enjoy 3d gaming flexibility; a gamer's best friend!
SIrPauly is offline   Reply With Quote
Old Sep 23, 2009, 10:24 AM   #15
jam2k
Cozumel Island
 
Join Date: Sep 2005
Posts: 2,020


Default

Quote:
Originally Posted by SySTaX3r View Post
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
Very interesting, thanks !
jam2k is offline   Reply With Quote
Old Sep 23, 2009, 10:36 AM   #16
caveman-jim
Rage3D Technical Writer
 
Join Date: Oct 2003
Posts: 29,060


Default

I saw flickering in Unigine Tropics with 8xSSAA applied. Didn't try adjusting LOD yet.
caveman-jim is offline   Reply With Quote
Old Sep 23, 2009, 10:37 AM   #17
AlexV
Rage3D Veteran
 
Join Date: Apr 2006
Posts: 2,134


Default

Quote:
Originally Posted by venom1969 View Post
Blurry = bug
Branches disappearing = ordered grid SSAA
Ugh no and no. Twice in a row even, good job kind sir!
AlexV is offline   Reply With Quote
Old Sep 23, 2009, 10:46 AM   #18
jam2k
Cozumel Island
 
Join Date: Sep 2005
Posts: 2,020


Default

This just looks amazing:

8x SSAA/16:1 AF, LOD -2 (manuell angepasst)

jam2k is offline   Reply With Quote
Old Sep 23, 2009, 11:00 AM   #19
acroig
Rage3D Veteran
 
Join Date: May 2004
Location: United States GA
Posts: 18,375


Default

Quote:
Originally Posted by SySTaX3r View Post
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
So ATI Tray Tools works with the 5000 series? Awesome!
acroig is offline   Reply With Quote
Old Sep 23, 2009, 11:08 AM   #20
Sound_Card
Wii do what?
 
Join Date: Apr 2006
Location: United States San Antonio
Posts: 10,023


Default

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.
__________________
Quote:
Originally Posted by oct13 View Post
So how's the Canadian space program coming along? Launch a moose into orbit yet? Oh wait, you folks are still hitching rides with the Americans and Russians.
Maybe if you folks focused on what your own government is doing instead of worrying about how America is spending its money, you could build a real space program of your own.
Sound_Card is online now   Reply With Quote
Old Sep 23, 2009, 02:27 PM   #21
jam2k
Cozumel Island
 
Join Date: Sep 2005
Posts: 2,020


Default

Yep:

Quote:
Originally Posted by spyre
The negative LOD thing ... will be taken care of in a future driver(TM). As they are still tweaking things.
Link
jam2k is offline   Reply With Quote
Old Sep 23, 2009, 05:31 PM   #22
sireric
ATI Guru
 
Join Date: May 2002
Location: Bay Area, CA.
Posts: 1,923


Default

The blurriness appears to only happen on HL2:EP2. We are investigating. Other titles are fine.
sireric is offline   Reply With Quote
Old Sep 23, 2009, 05:35 PM   #23
Sound_Card
Wii do what?
 
Join Date: Apr 2006
Location: United States San Antonio
Posts: 10,023


Default

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.
__________________
Quote:
Originally Posted by oct13 View Post
So how's the Canadian space program coming along? Launch a moose into orbit yet? Oh wait, you folks are still hitching rides with the Americans and Russians.
Maybe if you folks focused on what your own government is doing instead of worrying about how America is spending its money, you could build a real space program of your own.
Sound_Card is online now   Reply With Quote
Old Sep 24, 2009, 10:55 AM   #24
koralis
Radeon HD 4830
 
Join Date: Oct 2008
Posts: 104


Default

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??
koralis is offline   Reply With Quote
Old Sep 24, 2009, 11:04 AM   #25
demowhc
Rage3D Scrub
 
Join Date: Sep 2007
Location: Australia Melbourne
Posts: 2,846


Default

Quote:
Originally Posted by SIrPauly View Post
Just tried Half-life 2 with x4 SSAA, x16 SSAA, x8SQ and investigated foliage and don't receive what Anand offered. Even if you look at his shot -- the nVidia multi-sampling shot for some odd reason has additional alpha test foliage that is not offered in any of the other shots from ATI or nVidia's super-sampled in that sites example. Something is amiss here and what makes it worse -- the site uses this example to blanket the feature.
good pick up, the branches are missing on the ATi MSAA shots aswell, how did anandtech not notice this?

Quote:
Originally Posted by koralis View Post
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??
I think super sampling gives texture filtering as a bonus (? correct me if I'm wrong) and texture filtering like AF doesn't work in Crysis on surfaces with POM (parallax occlusion mapping) In that screenshot you are now seeing texture filtered Crysis POM surfaces, looks great doesnt it.
__________________
_________________________

Last edited by demowhc : Sep 24, 2009 at 11:07 AM.
demowhc is online now   Reply With Quote
Old Sep 24, 2009, 11:11 AM   #26
Sound_Card
Wii do what?
 
Join Date: Apr 2006
Location: United States San Antonio
Posts: 10,023


Default

Super Sample does not filter Textures, but it does correct aliasing on textures.
__________________
Quote:
Originally Posted by oct13 View Post
So how's the Canadian space program coming along? Launch a moose into orbit yet? Oh wait, you folks are still hitching rides with the Americans and Russians.
Maybe if you folks focused on what your own government is doing instead of worrying about how America is spending its money, you could build a real space program of your own.
Sound_Card is online now   Reply With Quote
Old Sep 24, 2009, 11:15 AM   #27
caveman-jim
Rage3D Technical Writer
 
Join Date: Oct 2003
Posts: 29,060


Default

Quote:
Originally Posted by Sound_Card View Post
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.
I can and am taking suggestions for criteria that the community would like to see.
caveman-jim is offline   Reply With Quote
Old Sep 24, 2009, 11:16 AM   #28
SIrPauly
Did someone say, RGSSAA?
 
Join Date: May 2001
Location: United States New England
Posts: 9,579


Default

Quote:
Originally Posted by koralis View Post
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??
You have to be careful with static shots because more detail doesn't instantly mean a superior image. The key to some is a moving 3d environment to help gauge image quality to some degree.

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.
__________________
Really enjoy 3d gaming flexibility; a gamer's best friend!
SIrPauly is offline   Reply With Quote
Old Sep 24, 2009, 11:26 AM   #29
SIrPauly
Did someone say, RGSSAA?
 
Join Date: May 2001
Location: United States New England
Posts: 9,579


Default

Quote:
Originally Posted by demowhc View Post
good pick up, the branches are missing on the ATi MSAA shots aswell, how did anandtech not notice this?



I think super sampling gives texture filtering as a bonus (? correct me if I'm wrong) and texture filtering like AF doesn't work in Crysis on surfaces with POM (parallax occlusion mapping) In that screenshot you are now seeing texture filtered Crysis POM surfaces, looks great doesnt it.
Things like certain shadow texture aliasing, moire, specular, shader -- even transparent alpha tests and blends -- to name some quick examples. Super-sampled is what I called the "cleaner' or 'fixer' -- in a world full of benches in the 100-200's -- it's nice to see super-sampled back to help do some of the cleaning. And a nice bonus for CrossFire -- where it may be out of reach in a specific title with one GPU -- CrossFire should shine much more.

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.
__________________
Really enjoy 3d gaming flexibility; a gamer's best friend!
SIrPauly is offline   Reply With Quote
Old Sep 24, 2009, 11:26 AM   #30
becco
Elliot Swan
 
Join Date: Feb 2005
Location: in its right place
Posts: 1,662


Default

Quote:
Originally Posted by caveman-jim View Post
I can and am taking suggestions for criteria that the community would like to see.
SSAA in game compatibility
SSAA image quality
SSAA performance investigation
becco is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -5. The time now is 01:00 PM.



Powered by vBulletin® Version 3.6.5
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
All trademarks used are properties of their respective owners. Copyright ©1998-2010 Rage3D.com