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This is because FXAA uses luma or contrast-based edge detection (AA is applied wherever the luma difference is higher than a certain threshold). They work by applying a blur filter to the scene, making the image smoother but at the same time reducing the sharpness:įXAA is a good example of how shader-based AA gets rid of aliasing but reduces the level of detail as well. Shader-based AA techniques: are more efficient and don’t bring down the performance by much. In the case of fragments, you’re usually calculating it on a fragment basis which generally corresponds to the target output resolution. This saves a lot of performance as applying lighting on a vertex basis would mean calculating it for several millions of polygons. Deferred lighting or rendering basically delays the calculation of the lighting from the vertex shader to fragment shader (which is basically a pre-calculation of the pixel shader). Another additional drawback of MSAA is that it can’t be used with deferred lighting techniques which are quite popular in modern games. Furthermore, they tend to reduce the intensity of aliasing, rather than completely eliminate it. In most cases, SSAA and MSAA miss transparent textures as most edge detection filters fail to recognize them. Once again, the amount of additional sampling varies from 2x to 8x. MSAA or multi-sampling uses edge-detection algorithms to detect aliasing (based on contrast differences) and then renders only those pixels at a higher (sampling rate or) resolution. The most popular method involves finding the average pixel color of a bunch of adjacent pixels (or the triangles/quads within them) and then using it to calculate the resultant downscaled pixel. Downsampling can be done in a variety of ways. The image can be rendered at a higher resolution along both the x and y-axis or one of them (and then downsampled). The exact rendering resolution depends on the developer. Super Sampling renders the entire image at a higher resolution and then scales it down to fit the target resolution. Here’s an example: Downscaling in NVIDIA DSR This essentially makes the entire image sharper and more detailed, scaling down the rough edges in the process but not removing them entirely. They work by rendering the image at a higher resolution and then scaling it down to fit the native resolution. They produce the best image quality (broadly speaking) but the performance hit is severe. Traditional sampling-based methods: These include MSAA (Multi-sampling AA) and SSAA (Super Sampling AA) which were popular last-gen and for good reason. There are two main types of anti-aliasing techniques: It gets rid of the aliasing, without blurring the texture detail. However, unlike FXAA, SMAA isn’t too strong. The buntings and the vegetation also get the same treatment. They lose the teeth on the edges when SMAA is turned on. The differences are subtle but exist across the entire image.
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Below you can see SMAA in action: No AA SMAA Here’s a comparison of how AA impacts your game. Enlarge the images and see how the second one is notably smoother. Above’s an example of how FXAA (fast approximate anti-aliasing) improves the image quality by reducing the jaggies.