MFAA Multi-Frame Samples AA Explored - Guide

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Thanks for the guide/review. First DSR and now this MFAA. The end of aliasing is near ๐Ÿ™‚ ---- edit
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Aah, a CC error from a previous review. I'll update thanks, of course MFAA was done with 2xMSAA+MFAA and is compared with 4xMSAA.
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Thanks for the article Hilbert ๐Ÿ™‚
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Thnx, it works without 2xMSAA in Cod AW. I hope it works with Far Cry 4
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Can't wait to test it!
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I think I speak for everyone by asking when is the driver released? Edit: NVM, I just saw that it's being released today ๐Ÿ™‚
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Sounds like a more developed Version of the old Quincunx Anti-Aliasing, waiting for Driver to test it
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Now to see on how many games/engines it can be made to actually work :P
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So how does this compare to TXAA? TXAA also uses the data from previous frames to provide anti-aliasing, how does MFAA differ from that? Edit: So wait, this is basically boosting the performance of MSAA? Cool.
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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.
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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.
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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
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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.
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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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I can see the substantially lower MFAA quality on the comparison screens quite easily. And the FPS hit isn't that crippling either on the two top of the line cads. So for now MFAA seems quite useless. Once the 9x0 cards get dated, or older cards will get access to the mode, it will start to shine.
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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
I noticed this when I first started using MFAA a while back and testing it in BF4. I took a load of screenies with MSAA, no AA and MFAA+MSAA. The MFAA ones looked not very impressive, and I was about to conclude it didn't work well..... but then I decided to look in real-time actually in the game. It was then I realised the screenshots were only capturing half of the effect MFAA was producing. I think this is why some users have used .gifs to show MFAA working.
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so basically this is the same as AMD's 2EQ AA + MLaa