Epic Games Shows New Anti-Aliasing Tech
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Robbo9999
Denial
https://www.youtube.com/watch?v=rlg4C0_3fUM
(Notice the flickering/shimmering in the highlights)
https://www.youtube.com/watch?v=pellQfXMBBg
(You can see it here on the fence + floor)
It's actually funny because there are other games like BF4 where if you pay attention it's definitely noticeable but most people are so caught up in the game that it doesn't really matter.
Well it presents differently depending on the game and honestly it's significantly worse with the lighting in UE, at least in my experience with UE4 SDK. But yeah if you google "Texture Shimmering" and search for videos you can find examples of it.
Here are a few:
Raptess
I have never seen this effect to that extreme in any games I have played in the past. Sure I've seen a flicker here and there, but this video looks like it has been deliberately rendered poorly so they can say their new AA is better than anyone elses.
I have seen other videos of the U4 engine that have none of this flickering at all.
How about instead of coming up with new AA techniques that make your GFX engine sound more impressive than it really is, you actually build a graphics engine that doesn't have these flaws to begin with ?
Denial
TheDeeGee
Temporal AA, that's nothing new for ENB users 🙂
Robbo9999
Denial
waltc3
First thing I noticed is that the frame rate dropped off by almost half...;) But aside from that, "Temporal AA" is hardly new. ATi/AMD supported Temporal AA in its drivers for years before it was replaced by superior forms of AA, like supersampling, for instance. Last I heard, Epic's had its snout buried in the rear end of consoles for the last decade or so, so I'd imagine that Epic is going to be just a bit behind the curve on just about everything. IMO, "falling behind" is the whole reason Epic got out of the PC business long years ago--just couldn't keep up. Console money was easier and more convenient and less demanding--lower standards, etc. Pretty much, Sweeney mirrored Carmack in that respect. I think that like id, Epic was always better at engine-programming than game development.
Until and unless Epic fully recommits to PC support I'm afraid the company won't be able to do anything that will impress me. (Back in the original Unreal/Return days, I was mightily impressed with Epic & Sweeney--until they jumped ship and sold out.)
BigBlockTowncar
Since AA + resolution are two of the highest drains on performance, won't AA become less and less relevant as higher and higher resolution screens become normal? To the point where you are running at a massive resolution and only need a very small amount of AA.
Denial
-Tj-
meh still too blurry..
And if it has big hit, bigger then lets say PostAA (2xSMAA ,etc) then they can keep it until further notice :P
tsunami231
Temporal AA is TXAA is it not? Either way No AA image had shimmering all over the place, the Temporal AA did not. I honestly didnt see an jaggies as Youtube compression is terrible and most video trying to show off AA fail miserable as a result.
AA is one those thing you have to see in person on your own PC to actual form a opinion of
-Tj-
Yeah YT is not a good example, although it looked very smooth with it, but also lost some detail - tiny reflections, finer texture detail.. imo TXAA does it even worse, don't like it in any game so far and I own 4-5 of them old and new.
fusion
I just blow stuff up, no aa for me taa 😀
Fox2232
Both methods are wrong. While their no-AA causes a lot of lighting artifacts their temp.AA implementation reduces even reflection where there should be.
I would like it to be somewhere in the middle as that environment while very wet and full of light sources gave impression of very dry environment with just few additional light sources to ambient.
Basically it reminded me of regular sunny day which took away big part of atmosphere which those artifacts gave it before.
So I hope they reduce effect of this or chose some middle way.
Robbo9999