[QUOTE="Ondoval"]
In the article are talking about MLAA vs Multi Sampling AA, but MSAA is the very, VERY poor brother of SUPER SAMPLING ANTIALIASING (SSAA), which is the main type of AA used in PC because is the best in terms of quality -but with heavy hit in performance, (which is the reason because most of times Crysis is played only with MSAA or Edge AA).
So, SSAA >>>MLAA>>>MSAA.
killzowned24
that PDF says MLAA is comparable to super sampling:) all the great crysis bullshots used super sampling to look that good but would run at like 5fps.Can't be comparable, when a simple SSAA X2 increases x4 the size of the resolution and a SSAA X4 increases x16 the size of the resolution. Take a look over the description:
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With SSAA, the whole screen is rendered 2 or 4 times bigger than the selected resolution (1280x1024 SSAA 2x2 = 2560x2048, 1280x1024 SSAA 4x4 = 5120x4096). The biggest problem is the speed (this mode eats insane bw & rop power), but, it fixes all the artifacts derived from the jaggies & bad texture filtering. In fact, when you use SSAA 2x2 & AF 16x, you are using 64x AF, and when you use SSAA 4x4 & AF 16x, 256x AF. Also, with this mode, you can run deferred shading. All the rendering techniques are compatible with this mode. After all, this is just an shrink.
MSAA, doesn't change the rendering resolution. In this mode, the card just renders extra 'fragments', in the edges of the polygons. This reduces the number of fragments that you need to generate, to draw your scene. So, this mode is usually fast. But, this mode doesn't fix the texture filtering problems, or specular reflections, or shimmering, ... and has problems with deferred shading techniques (UE3 games).
Nvidia has several MSAA modes, several SSAA modes, and a combination of them.
MS 2x, 4x & 8x
SSAA 1x2, 2x1, 2x2, 4x4 (& more)
4xS does SSAA 1x2 + MS 2x
8xS does SSAA 1x2 + MS 4x
8xSQ does SSAA 2x2 + MS 2x
16xS does SSAA 2x2 + MS 4x
32xS does SSAA 2x2 + MS 8x
The CSAA modes, are an extension to the MSAA modes. They generate extra 'coverage' samples (z values), that are stored into the AA buffers. They combine MSAA 4 or 8x, with 4 or 8 coverage samples. They help to increase the AA quality, with little performance cost.
So, about your question, if you care about absolute image quality (without speed in mind), then SSAA 4x4 is your mode. This mode runs ultra slow even with old games.
The next mode is 16xS. This mode uses SSAA 2x2 (ultra hq texture filtering), and then MSAA 4x on each sample (helps to filter the jaggies much better). This mode runs ok in some modern games like HL2 & TRA.
Then, you need to drop to the MSAA (or CSAA) modes. The 16xQ mode is as slow as the 16xS, and the IQ is inferior. So, if you care about speed and quality, use the 16x CSAA mode. This mode runs great in modern games like Jericho or TRL. The performance hit is acceptable.
The problem in the non SSAA modes, is that the alpha textures are not filtered properly. To fix this problem, you can use the transparency AA flags (MTAA & STAA). MTAA works fast, and STAA offers the best filtering. Anyway, STAA causes a major performance hit in games like HL2:Ep2, and it isn't much faster than the standard SSAA modes.
As resume, if you want to play a modern game (except Crysis), use 16x CSAA, and if you are playing an old title, use SSAA 2x or 16xS."
So, MLAA can't compete against SSAA in terms of quality, and aside Crysis and ArmA II SSAA is the main choice to most of current PC games since most of current engines (UE3, Dunia, Souce...) had huge framerrate and you don't bother about playing at 120 fps without AA when you can fly at 60 fps with SSAA X4. Also, figure that SSAA doesn't suffer any artifact problems present in MLAA; SSAA is crystal clear quality at the cost of very high requirements in hardware of a serious framerrate drop, but this doesn't change the fact that almost all the main console titles runs at 720p or lower with no AA, while most of current PC games are played at 1280 x 960 or better with assured AA in most of the gaming rigs.
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