lobfredd Skrevet 3. mars 2008 Del Skrevet 3. mars 2008 Jeg vet hva det står for, men hva gjør det? Om jeg tar på 8x får jeg mye mer lagg enn om den står på disable. Lenke til kommentar
Olavxxx Skrevet 3. mars 2008 Del Skrevet 3. mars 2008 AntiAliasing.. Det er så du ikke får så "skarpe kanter".. Det krever mer av kortet ja.. http://en.wikipedia.org/wiki/Anti-aliasing Lenke til kommentar
guezz Skrevet 3. mars 2008 Del Skrevet 3. mars 2008 - AA (Anti-Aliasing) The screen consists of a lot of pixels (a square entity) and because of its shape aliasing happens, which also produces crawling (when aliasing moves). This isn’t a problem for lines which are vertical or horizontal since they then will follow the pixel’s sides. Anti-aliasing will reduce the problem by making the transition between pixels smother by replacing the light intensity of the pixel. This is done by creating sub-pixels which samples how the actual luminance (colour) is within the pixel which then creates a final pixel colour. More samples will ensure an even smother transition between the pixels. There exist two main solutions: MS (Multi-Sampling) This method only works on polygon edges. Think about polygons as something which has a skeleton (called mesh). Not everything on screen is made up by polygons - it will therefore not catch everything (e.g. vegetation). It requires a lot of memory bandwidth and memory. 4xRGMS (D3D FSAAViewer) Pink = sub-pixels Green = texture sample SS (Super-Sampling) It’s a “catch all” method. The normal implementation is by making a higher resolution version (4x = 4xresolution!) of the frame which is then down-sampled to the correct screen resolution. This ensures that everything on-screen get anti-aliased. It requires a lot of fill-rate, memory bandwidth and memory. Ordered Grid vs. Rotated Grid Ordered grid = samples follows the shape of the pixel Rotated grid = same as the above but now on a angle (see picture above) RGSS is seen to have one basic advantage over OGSS: More effective anti-aliasing near the horizontal and vertical axes, where the human eye can most easily detect screen aliasing (jaggies). This advantage also permits the use of fewer sub-samples to achieve approximately the same visual effect as OGSS. Quote Lenke til kommentar
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