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MFAA Multi-Frame Samples AA Explored - Guide




We peek at a new anti-aliasing mode that Nvidia has announced and is releasing today. We take a closer look at MFAA or better known as Multi-Frame Samples Anti Aliasing, it offers near MSAA quality with a smaller impact on performance. In this guide the initial steps to get MFAA going and a handful of numbers.
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heymian
Senior Member
Posts: 622
Senior Member
Posts: 622
Posted on: 11/18/2014 06:32 PM
Interesting feature indeed. I've run into the "4x looks better but I want 2x performance" trade off with several games in the past. I may try it with BF4 to see how much my min FPS goes up.
Interesting feature indeed. I've run into the "4x looks better but I want 2x performance" trade off with several games in the past. I may try it with BF4 to see how much my min FPS goes up.
David3k
Senior Member
Posts: 119
Senior Member
Posts: 119
Posted on: 11/18/2014 10:57 PM
Anyone remember Temporal AA that ATi had back in the day, or SMAA T2x of recent?
That's all this basically is, a mix of these.
EDIT: Even that whole bit about programmable AA being a foundation of something reads a lot like the ATi article from here, ages ago.
EDIT2:
https://en.wikipedia.org/wiki/ATi-Radeon-R400-Series
EDIT3: This also explains why the screenshots on the review look like MSAA 2x: because technically, they ARE @ MSAA 2x.
Every frame renders with MSAA 2x, but with alternating patterns between frames. Impossible to capture in standard screenshots.
EDIT4: http://www.guru3d.com/articles-pages/radeon-x800-pro-amp-xt-%28pe%29,3.html
Anyone remember Temporal AA that ATi had back in the day, or SMAA T2x of recent?
That's all this basically is, a mix of these.
EDIT: Even that whole bit about programmable AA being a foundation of something reads a lot like the ATi article from here, ages ago.
EDIT2:
ATI revealed Temporal Anti-Aliasing, a new anti-aliasing technology their chips were capable of. By taking advantage of the frame-to-eye effects of a framerate higher than 60 frame/s, the GPU is able to better smooth aliased edges by rotating the anti-aliasing sampling pattern between frames. A 2X software setting became perceptively equivalent to 4X.
https://en.wikipedia.org/wiki/ATi-Radeon-R400-Series
EDIT3: This also explains why the screenshots on the review look like MSAA 2x: because technically, they ARE @ MSAA 2x.
Every frame renders with MSAA 2x, but with alternating patterns between frames. Impossible to capture in standard screenshots.
EDIT4: http://www.guru3d.com/articles-pages/radeon-x800-pro-amp-xt-%28pe%29,3.html
Hilbert Hagedoorn
Don Vito Corleone
Posts: 44075
Don Vito Corleone
Posts: 44075
Posted on: 11/19/2014 01:00 AM
No at low framerates the temporal filter will disable itself steering away shimmering and flickering etc.
Hilbert, given the nature of how MFAA works, did you notice any artifacts when running Crysis 3 @ QHD? I would imagine in low frame rate scenarios that the temporal reprojection would spit out some nasty looking stuff. Kinda curious to know how well of a job nvidia did on blending the two frames together.
No at low framerates the temporal filter will disable itself steering away shimmering and flickering etc.
Lane
Senior Member
Posts: 6361
Senior Member
Posts: 6361
Posted on: 11/19/2014 01:21 AM
Some reviewer have test it today, recording little parts from AC Unity, put it in movie. the shimmering seems well present ( even with the bad compression they are using )..
No at low framerates the temporal filter will disable itself steering away shimmering and flickering etc.
Some reviewer have test it today, recording little parts from AC Unity, put it in movie. the shimmering seems well present ( even with the bad compression they are using )..
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Senior Member
Posts: 13755
Hilbert, given the nature of how MFAA works, did you notice any artifacts when running Crysis 3 @ QHD? I would imagine in low frame rate scenarios that the temporal reprojection would spit out some nasty looking stuff. Kinda curious to know how well of a job nvidia did on blending the two frames together.