shadmar Posted February 5, 2014 Share Posted February 5, 2014 I think this was done on the release day of 3.0. (about a year ago) Simple raycast to see if from camara, Camera:Pick() on character. If false, switch to a material with no depthtest. 2 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Rick Posted February 5, 2014 Share Posted February 5, 2014 Very nice! Quote Link to comment Share on other sites More sharing options...
MajorAF Posted February 5, 2014 Share Posted February 5, 2014 I think this was done on the release day of 3.0. (about a year ago) Simple raycast to see if from camara, Camera:Pick() on character. If false, switch to a material with no depthtest. I like the Fallout models that from the outside of the building it looks normal but once you enter the building the roof becomes invisible and you can see your character within the building. Quote Link to comment Share on other sites More sharing options...
juniez Posted February 7, 2014 Share Posted February 7, 2014 FXAA and other postprocess antialiasing has its uses - the quality decrease (especially with more recent techniques like smaa) isn't a lot and they're pretty much free compared to the rediculously expensive MSAA postprocess AA certainly isn't outdated by any means... considering MSAA is older by far and relies on a fancier means of bruteforcing samples Quote Link to comment Share on other sites More sharing options...
YouGroove Posted February 7, 2014 Author Share Posted February 7, 2014 and they're pretty much free compared to the rediculously expensive MSAA Didn't know ? so it can be lot less expensive than MSAA for approximative same results ? postprocess AA certainly isn't outdated by any means... considering MSAA is older by far and relies on a fancier means of bruteforcing samples BruteForce, means not optimized so ... Let's ask other anti aliasing techniques for LE 3.2 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
juniez Posted February 7, 2014 Share Posted February 7, 2014 yes because essentially what SSAA does is take multiple rendering samples per pixel so for example with 2x SSAA, you'd take 2^2 samples for every pixel (representing 2 samples in both axes), so every displayed pixel will be an average of 4 sampled subpixels it also means that it'll (in its most basic form, that is - MSAA is an optimized implementation of SSAA, described above) actually be rendering 2^2 the amount of pixels which obviously very expensive (and then you get to 4x, which is 4^2 = 16 samples and 8x is 8^2 = 64 and whoa!!! suddenly you're rendering your depth and stencil buffers at 15360x8640 instead of 1920x1080) on the other hand, postprocess AA like FXAA / SMAA aren't really AA, it's a bunch of clever assumptions to smoothen / blur out detected edges after the initial rendering process (hence the term post-process). It's very fast because it's a rather efficient calculation done after the rendering process, so at most the amount of processed pixels is equal to your native resolution (so for a rendering resolution of 1920x1080, it'll always be 1920x1080 - it's actually impossible to change this because.... you've rendered your scene already). The only bad part is that it's never going to be true AA - it only seeks to imitate its end result........ It gets very close, though (especially for its great performance gains!): FXAA and SMAA are two postprocess AA techniques, MSAA is, well.... MSAA. 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted February 7, 2014 Share Posted February 7, 2014 FXAA and other postprocess antialiasing has its uses - the quality decrease (especially with more recent techniques like smaa) isn't a lot and they're pretty much free compared to the rediculously expensive MSAA postprocess AA certainly isn't outdated by any means... considering MSAA is older by far and relies on a fancier means of bruteforcing samples Post-process edge blurring is really bad at rendering fine details like power lines, for example, because it is trying to create more information out of nothing. SSAA is bad because it requires 4x as many samples for 2x SSAA. MSAA is by far the best quality and speed, and has only become possible with OpenGL 4. Post-process edge blurring was a giant hack because people started rendering to textures for post-processing effects and multisample textures were not supported. This was a feature I was asking Nvidia for five years ago, and they finally got it done now. Be happy we can use real MSAA and not fake tricks. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
juniez Posted February 7, 2014 Share Posted February 7, 2014 MSAA can miss fine detail like power lines as well (and also alpha-tested textures), especially when you have low samples like 2x - in this way postprocess AA can be more reliable as some implementations attempt to recreate that data the fact that MSAA is faster than SSAA doesn't mean very much when both are incredibly expensive and are destroyed by postprocess effects in performance so yes, it is technically a hack and sacrifices (minimal) accuracy for great speeds - but then again, so is pretty much everything else in realtime rendering. If it weren't so, we'd all be using unbiased renderers with full radiosity calculations ... and that would be silly edit: not that i'm ripping on MSAA, it's great if you can afford it... it's just that postprocess AA can do just as fine with a fraction of the cost - MSAA is certainly not the best in speed 1 Quote Link to comment Share on other sites More sharing options...
YouGroove Posted February 9, 2014 Author Share Posted February 9, 2014 not that i'm ripping on MSAA, it's great if you can afford it... it's just that postprocess AA can do just as fine with a fraction of the cost - MSAA is certainly not the best in speed I agree in that point. -------------------- Assassin Creed 4 game : For Black Flag on PC, Ubisoft has also implemented the SMAA anti-aliasing tech Source : http://www.fxguide.com/featured/5-things-you-need-to-know-about-the-tech-of-assassins-creed-iv-black-flag/ Quote Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted February 9, 2014 Author Share Posted February 9, 2014 Another more detailled explanation ---------------- DSOGaming: Can you share more details about your Global Illumination solution? LP: Our Global Illumination is based on previous work that was done internally at Ubisoft (deferred radiance transfer volumes), but we improved it greatly. Using the navmesh, we automatically populate our world with thousands of probes. For each probe, we then compute the irradiance for 8 different time of the day. Those computations are done on the build machine GPU, so they are really fast: we can compute thousands of probes per minute. At runtime, on the player machine, we then interpolate these data to get the proper bounce lighting for a given time of day, world position and weather. This bounce sun lighting is then combined with ambient occlusion and sky lighting to achieve a full indirect lighting and a Global Illumination solution. This system works on both current gen and next gen. http://www.dsogaming.com/interviews/ubisoft-talks-ac4-tech-anvilnext-engine-features-global-illumination-dx11-2-amds-mantle/ ------------------ Well LE3 is not a team or 3D programmers indeed, i just hope optimisation to be taken more in account in the future. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted February 9, 2014 Share Posted February 9, 2014 Here ya go : http://www.leadwerks.com/werkspace/topic/3898-fxaa-311/ Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted February 9, 2014 Author Share Posted February 9, 2014 You need a GPU that support shader model 4.0 to get this shader working ! OpenGL4 is not sufficient ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Rastar Posted February 9, 2014 Share Posted February 9, 2014 "Shader model 4.0" roughly means OpenGL 3.3 (OpenGL4 has Shader Model 5) Quote Link to comment Share on other sites More sharing options...
shadmar Posted February 9, 2014 Share Posted February 9, 2014 Here is a quick comparison chart from tweakguides Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted February 10, 2014 Author Share Posted February 10, 2014 How to incorporate that code in LE 3.1 ? Copy the file in shaders , give it some name ? How to call it for a camera ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted February 16, 2014 Share Posted February 16, 2014 How to incorporate that code in LE 3.1 ? Copy the file in shaders , give it some name ? How to call it for a camera ? Converted just for you http://www.leadwerks.com/werkspace/files/file/500-fxaa-shader-franck22000/ 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted February 16, 2014 Author Share Posted February 16, 2014 Thanks Shadmar. I just tested and works fine. Actually it's some "external" download. Will it be official part of LE3 post effects ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted February 16, 2014 Share Posted February 16, 2014 I doubt that. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted February 16, 2014 Author Share Posted February 16, 2014 Why, so restricting LE3 ? and not propose faster solutions ? That's really so bad to claim only high graphics without no optimisations ? Specially when mobile will come back. -------------- Well it's like that. Thanks again Shadmar Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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