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Glossary talk:Anti-aliasing (AA)

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it's called Unigine, not UniEngine

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Summary by Aemony

Name have been corrected.

Lauriys (talkcontribs)

fairly self-explanatory

A minor note about FSR 1.0

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Aemony (talkcontribs)

AMD FidelityFX Super Resolution (FSR) is not an anti-aliasing method and so as of right now does not belong on this page. The PCGW staff have yet decided how to handle that feature best.

Anyone wanting to know more about what FSR is and how it functions can read AMD's documentation on it: https://gpuopen.com/fidelityfx-superresolution/

Main takeaway from it though is:

- It's a spatial upscaler -- not an anti-aliasing method -- and requires being paired with a regular anti-aliasing method such as TAA or MSAA. Otherwise the high-res images it produces would be aliased to hell, since FSR itself does not perform any form of anti-aliasing on its own.

- It works by taking the current low-resolution anti-aliased frame (anti-aliased using TAA or MSAA or other common technique) and upscales it to display resolution.

- It's composed of two passes:

a) An upscaling pass called EASU (Edge-Adaptive Spatial Upsampling) that also performs edge reconstruction.

b) A sharpening pass called RCAS (Robust Contrast-Adaptive Sharpening) that extracts pixel detail in the upscaled image.

Aaronth07 (talkcontribs)

Was FSR added to this page? I didn't even notice. And yes I agree, it shouldn't be here.

As a side note, how would you note FSR support in an article? Under what section and where? Since it doesn't fall into any traditional categories (like AA).

Aemony (talkcontribs)

> Was FSR added to this page?

Yeah, it was added by another user since, well, we really don't have any other place to document it atm... 😩

> As a side note, how would you note FSR support in an article? Under what section and where?

No idea yet... The staff have discussed possibly adding another row to better cover "internal resolution"/"upscalers" or something like that, but we keep running into overlap with the AA row since internal resolution sliders that supports higher than 100% is basically supersampling, and DLSS and TAAU and other reconstruction algorithms usually combines AA in their process (FSR is an outlier in that regard since it doesn't).

So if you have any ideas or suggestions yourself I would gladly hear them.

Aaronth07 (talkcontribs)

Hmm, probably nothing better than the other people in the Discord. Maybe just a note in the 4k ultra HD section (I've added it to Necromunda just to see what it could look like, feel free to update or remove once a proper solution is found), and a separate glossary page for FSR only?

Unless other "upscalers" become common in games, I don't think it's worth creating an entirely separate page for upscalers alone. Currently it's bilinear or FSR as far as I know, not including upscalers with an anti-aliasing effect. Perhaps if a seperate "upscalers" page is created, I think just a mention of the upscaling part of those techniques would be acceptable.

As I side note, almost every UE4 game has support for temporal upscaling, but nothing about it is on the article or wiki. Many UE4 games could have TAAU "hacked" in but this information is not found in PCGW or often even online, which is a waste considering I have had great results in making 70% of 4k look native with TAAU and some sharpening. If upscaling is given a separate place, TAAU (and DLSS) should be included with it in my opinion, considering upscaling is a larger part of those techniques then anti-aliasing is.

Aemony (talkcontribs)

A minor update regarding FSR 2.0.

The above thread only concerns FSR 1.0, which relied on the game performing anti-aliasing before sending the input frame for upscaling by the FSR 1.0 algorithm.

FSR 2.0 on the other hand works on aliased input, and performs anti-aliasing as part of the algorithm, similar to TAAU and DLSS.

To quote AMD:

  • FSR 2 uses cutting-edge temporal algorithms to reconstruct fine geometric and texture detail, producing anti-aliased output from aliased input.

About "MFAA Possibly also disable D3D11 Driver Command Lists"

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88.19.137.82 (talkcontribs)

Hi, I just checked with the DirectX Caps Viewer that it indeed disables Driver Command Lists setting, but only when you enable MFAA globally. I tried Assetto Corsa and set MSAAX2 in the game, and MFAA in Nvidia Control Panel just for this game, while being disabled globally. What happens? DirectX Caps Viewer then claims that Driver Command Lists is enabled. So it maybe only an issue if it's set globally, maybe it only happens too in certain games. But I can say it doesn't happen always, as with Assetto Corsa it keeps on.

31.223.95.214 (talkcontribs)

If you enable it for Asetto only and then check it through Caps Viewer, each app is gonna be on a different Nvidia Profile hence it won't show what's really going on under the hood. Similar effect can be had if you force enable FXAA through Control Panel in CS GO and then switch to Dota 2 it's not gonna stick around.

TL;DR it's still disabling driver command list, but only when asetto is in fullscreen and only for asetto. Maybe that Dx Caps Viewer is completely ignoring that and pulling from global profile who knows.

217.127.197.105 (talkcontribs)

Sorry for the late reply, but what's your basis to say it still disables command lists if you enable MFAA for games individually?

Sample photos show AA type not listed SMAA

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24.62.87.130 (talkcontribs)

This great document lists like a 100 different types of anti-aliasing, then in the example photos, it shows SMAA which is not described in the article, and it's the best image, which leaves you wondering.

Faalagorn (talkcontribs)

Actually, SMAA is described on the page, though feel free to improve and especially add more/better images. :)

High Quality Temporal Supersampling or Temporal Antialiasing (Unreal Engine 4)

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RaTcHeT302 (talkcontribs)
Blackbird (talkcontribs)

Sounds like TSSAA and TAA respectively both of which are present on the page.

Mirh (talkcontribs)
Mirh (talkcontribs)

AA types list is too dispersive imo.
Thinking of how we could handle the situation, the only thing that came to my mind was to separate pre processing AA from post processing AA..

Have you any other ideas?

Praise Blackbird88

Add post processing antialiasing to every kind of image

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Mirh (talkcontribs)
DeadlySurprise (talkcontribs)

The two images in this article are way to big. Is there any way to resize them inside the wiki?

Coolness (talkcontribs)
Alphasite (talkcontribs)

Or just specify the dimensions when your inserting the image, It should generate a thumbnail by default and cache that, so there ownt be any performance hit, and no advantage at all to downsizing the picture.

eg

 [[ File: File.png|200px|thumb|left|alt text]] to use a 200 pixel wide rendition in a box in the left margin with 'alt text' as description 
DeadlySurprise (talkcontribs)

Thanks for your help :)

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