MFAA question

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3 comments, last by MJP 7 years, 3 months ago

Was trying to find a TXAA/TAA example because I haven't seen any actual details. It somehow is very inexpensive on BF4 and wanted to look at it. But for MFAA, in the video below, they are showing the same triangle rasterized to the same exact samples, however in-between frames triangles will render to different sub-pixel locations, so how can it resolve to a pixel value with a previous frame. Isn't that the same idea as TAA?

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Yeah this is just a very early/naive implementation of temporal AA.

And for modern papers on it just take a look through the last several years of the Advances in Realtime Rendering course from Siggraph: http://advances.realtimerendering.com/

You'll get all you ever wanted to know, I'd suggest starting with Brian Karis's paper from 2014.

I have a full D3D11 sample here: https://github.com/TheRealMJP/MSAAFilter

It's conceptually similar to TXAA, and incorporates a few other recent techniques that have been presented for improving temporal AA. By default it has MSAA + TAA both enabled for maximum quality, but you can disable MSAA if you're only interested in the TAA part.

I tried your demo, MJP. It has a huge amount of ghosting when rotating. Do you not do any reprojecting?

Yes, the demo reprojects using a per-pixel velocity. The pixel history is also clipped based on the local neighborhood of the current frame's pixel in order to reduce ghosting. The default settings also use bicubic filtering during reprojection to increase the sharpness. Perhaps there's a bug in the code causing it not to work correctly on your setup? Are you running the latest code from the depot, or are you running the pre-compiled binaries from the releases section? I haven't updated the pre-compiled binaries since I first committed the projected, but even in that state the ghosting should be minimized.

Would you mind posting a screenshot showing the ghosting artifacts that you're getting? That might help diagnose the issue.

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