Any one can tell me the diff bet AA and FXAA?

Post » Wed May 23, 2012 4:01 am

hey guys, im interested in knowing what the difference between the two is. I have search google for some answers but people claim different.

Some people says that FXAA is equal to 4x AA, but i have notice that with FXAA the picture isent as sharp as it is with 4x AA only, and using them both dont seem to do to much for me neither.



So is here anyone that could tell me a little more about this, and is any different by using the games AA or the Nvidia panel 'in my case'


---
Use global settings(application-controlled)
application-controlled
Enhance the application settings

Since im not the best at english i really would like to know the diffirence on these 3 settings to that i find under the AA in the Nvidia panel.

All help is welcome :D
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Kari Depp
 
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Post » Tue May 22, 2012 8:25 pm

FXAA has nothing to do with AA...

They are two seporate things.

AA will smooth-out the jagged edges of pixelated polygons. EG, makes your sword-edge blend to the background, instead of just drawing the pixels on the edges ON/OFF.

FXAA is an After Effects bonus. It alters shadows, hues and colors, flame-warping, fog depths, creates motion-blur, simulates natural Depth-Of-Field blur on distant objects, simulates lighting-iris effects, Lightning-flashes across whole maps, etc...

If you have FXAA on, and AA, that is a major performance-hit. (Parts of the game use FXAA even if you turn it off, like the HUD blur, some rooms, most lights in dungeons. Auto-iris that darkens the screen when you go from a light-room to a dark-hall.)

FXAA is less demanding in most situations, as it does nothing most of the time, until it does. Mostly the effects are after the scene is rendered, as opposed to AA which renders in the scene, and is taxing as you see more traingles/edges which need softening. The illusion of AA in FXAA is due to Depth-of-field blurring, as your sword/objects are usually smoothed/blurred as they get further away, thus, no ON/OFF look to the pixels, unless you get right-up on something, near the camera, you will then see the sharp edges come back again.
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NO suckers In Here
 
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Post » Tue May 22, 2012 5:43 pm

Maybe you could be so kind and tell me the diff between these to my good sir :D

8x
8x CSAA
16x CSAA
16x Q SCAA

its the Q and SCAA that make me confused alot here :D
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mimi_lys
 
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Post » Tue May 22, 2012 10:40 pm


FXAA is an After Effects bonus. It alters shadows, hues and colors, flame-warping, fog depths, creates motion-blur, simulates natural Depth-Of-Field blur on distant objects, simulates lighting-iris effects, Lightning-flashes across whole maps, etc...

Not really.

AA is a (sub) sampling method as part of the rendering pipeline that smooths the edges of graphical objects (triangles). It's expensive computationally as it adds extra work early in the process which might not be necessary.

FXAA is an intelligent post-process blurring technique on areas of high contrast - rather than working on objects it just works on the final screen output - more like touching up the image in photoshop. Like AA, it just works on smoothing edges by default, however developers can also use other post-process shaders to create the effects quoted above.

AA is more work on the graphics and may miss things (doesn't anti-alias transparency textures without another method of AA also being in action), however it won't usually affect textures.

FXAA is much quicker to compute and uses much less graphical memory. The disadvantage is that it's a trade off between how much anti-aliasing you want and how much sharpness you are willing to lose.
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Matthew Warren
 
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