I noticed that there's never more than x8 and in most games its x4 MSAA. Where is the x32 we used to see in early 2000 and such? Is x4 MSAA as good as x32 and the reason we don't see x32 these days?
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I noticed that there's never more than x8 and in most games its x4 MSAA. Where is the x32 we used to see in early 2000 and such? Is x4 MSAA as good as x32 and the reason we don't see x32 these days?
I noticed that there's never more than x8 and in most games its x4 MSAA. Where is the x32 we used to see in early 2000 and such? Is x4 MSAA as good as x32 and the reason we don't see x32 these days?
You answered your own question. Now we have different types of AA which do a better job than massive amounts of old AA (like x32) used to do.
To be honest I never take any of them past 2x, or even 4x.... looks the same to me.
I noticed that there's never more than x8 and in most games its x4 MSAA. Where is the x32 we used to see in early 2000 and such? Is x4 MSAA as good as x32 and the reason we don't see x32 these days?
You answered your own question. Now we have different types of AA which do a better job than massive amounts of old AA (like x32) used to do.
To be honest I never take any of them past 2x, or even 4x.... looks the same to me.
My experience as well. 2x is enough, although I see a small difference when going up to 4x.
With modern resolutions there's little to be gained.
Well that's not true at all
I noticed that there's never more than x8 and in most games its x4 MSAA. Where is the x32 we used to see in early 2000 and such? Is x4 MSAA as good as x32 and the reason we don't see x32 these days?
Rendering engines are different. You now have deferred lighting engines which can REALLY take a hit when you try to even apply something like 4xMSAA. And when you see 4xMSAA, you can't just compare that to 16xAA you used to see in games and say it's worse.
Nowadays, you have texture aliasing, transparency aliasing, sub-pixel aliasing, geometry aliasing, and shader aliasing. As you can see by their names, the things that cause them vary quite a bit, so you need different forms of AA to tackle them.
For example, transparency aliasing. This is what happens when you have a simple surface that uses a transparent texture to give the illusion of complexity. MSAA can not be applied to these traditionally, which is why it can't fix things like aliased chain-link fences or foliage. You need something that can specifically target transparency aliasing. Usually this requires a form of supersampling.
With modern resolutions there's little to be gained.
Well that's not true at all
Uhh, yeah it is. jaggies are far less annoying playing at 1080p and above. I usually just leave AA off in most games. It's not worth the performance hit just to add detail I won't notice while playing.
I noticed that there's never more than x8 and in most games its x4 MSAA. Where is the x32 we used to see in early 2000 and such? Is x4 MSAA as good as x32 and the reason we don't see x32 these days?
You answered your own question. Now we have different types of AA which do a better job than massive amounts of old AA (like x32) used to do.
To be honest I never take any of them past 2x, or even 4x.... looks the same to me.
Actually they've gotten worse quality wise. MSAA is the bestFXAA looks horrible, CSAA is meh(this does look worse I compared)
I've found x16 MSAA is pretty much a jaggy free experience.
To be honest I can't tell the difference between no AA and 2X MSAA... What I do notice most is when a game lets you adjust the resolution like battlefield 4, playing Battlefield 4 on High with no AA or AAA and running it at 150% the game looks sharper and less jaggy also performs better than me running the game on ultra.
To be honest I can't tell the difference between no AA and 2X MSAA... What I do notice most is when a game lets you adjust the resolution like battlefield 4, playing Battlefield 4 on High with no AA or AAA and running it at 150% the game looks sharper and less jaggy also performs better than me running the game on ultra.
Running at 150%? Sure you mean FPS right? :P
To be honest I can't tell the difference between no AA and 2X MSAA... What I do notice most is when a game lets you adjust the resolution like battlefield 4, playing Battlefield 4 on High with no AA or AAA and running it at 150% the game looks sharper and less jaggy also performs better than me running the game on ultra.
Running at 150%? Sure you mean FPS right? :P
BF4 lets you overcrank the resolution beyond your max.
Probably absent due to the massive performance hit it would cause at the higher resolutions we use. I rarely use above 4x AA anyways. While I agree it's the highest quality AA, the vaseline effect on the jaggies becomes distracting past 4x. At that point the edges lose sharpness and everything starts to bleed into eachother.
To be honest I never take any of them past 2x, or even 4x.... looks the same to me.
Same here. 4x is usually the highest I will ever go
With the current resolution and different forms of AA the x2, x4 and x8 are more than enought. If you want even more IQ you can go and use supersampling (which meas to render the full image at higher resolution than the native and then downsample it to the monitor resolution. But using SS with a base res of 1080p/1440p/1600p usually involves a big hit in the performance of recent games, so either you build up a very powerful rig or just stand at native res with the usual x2 x4 AA.
To be honest I can't tell the difference between no AA and 2X MSAA... What I do notice most is when a game lets you adjust the resolution like battlefield 4, playing Battlefield 4 on High with no AA or AAA and running it at 150% the game looks sharper and less jaggy also performs better than me running the game on ultra.
Running at 150%? Sure you mean FPS right? :P
BF4 lets you overcrank the resolution beyond your max.
Ah, I didn't know.
Anyhow a question for this topic... Wouldn't 32x AA require extreme amounts of bandwidth?
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