绝大多数用户,TAA 在不带来太多性能损失的情况下,对画质改善较好,能满足大部分使用场景。 对那些仍在使用Forward Shading的游戏来说,MSAA 是最佳选择。 Appendix A:英伟达在线 Anti-Aliasing 算法比较 FXAA vs No AA SMAA vs FXAA 4x MSAA vs SMAA 8x MSAA vs 4x TXAA SSAA 4x vs SMAA 4x TXAA vs 4x MSA...
1. FXAA 开 + MSAA 4X VS FXAA 关 + MSAA 4X 2. FXAA 开 + MSAA 关 3. 抗锯齿全关 4. FXAA 开 + MSAA 8X 5. 结论 1.91 版本新增的功能,且需要浏览器支持 WebGL 2.0 这里与 FXAA 一起开来体验。 1. FXAA 开 + MSAA 4X VS FXAA 关 + MSAA 4X fxaa 开,msaa 4x fxaa 关,msaa 4x 2. ...
◆ FXAA性能:比GTX 580快一倍 FXAA的讨论以及测试我们做过了很多,相比大量耗费资源的MSAA,FXAA性能损失更少,速度更快,而画质不相上下。作为FXAA的开发者,NVIDIA对FXAA的支持也不遗余力,300.99驱动面板中已经集成了FXAA开关,可以强制在游戏中使用FXAA。 FXAA的测试选择了NVIDIA官网的一个类似DX11 SDK的小工具,另外还有...
MSAA is basic, isn't specially optimised or anything, but it gets the job done. CSAA is basically MSAA but better, without doing a number on your GPU, it Nvidia only and preferred over MSAA. QCSAA is better than these two, but does hit your GPU a little harder. ...
Anti-Aliasing: MSAA vs FXAA vs SMAA vs TAA Anti-aliasingis one of the most common graphics options found in video games. You’ve got the traditional MSAA and SSAA, and the newer shader-based FXAA, SMAA, and TAA that have become the norm. So, what does anti-aliasing ...
Also, because we perform our own anti-aliasing, make sure that MSAA is disabled. HDR camera without MSAA and with FXAA. I'm still getting MSAA in the scene view? unitypackage Luminance FXAA works by selectively reducing the contrast of the image, smoothing out visually obvious jaggies and ...
Anti-Aliasing: MSAA vs FXAA vs SMAA vs TAA Anti-aliasingis one of the primary graphics settings you’ll find in games. You’ve got the traditional MSAA, SSAA, FXAA, and the newer shader-based SMAA and temporal techniques (TAA) that has become the norm. So, what does anti-aliasing ...
MSAA是直接硬件支持的,使用pattern在一个像素上做多次fragment计算,最后对去结果做平均的方式,这是在输出之前对结果做滤波,但是这个方法的缺点是占用的显存会变成原来的pattern采样点的倍数。当然这个MSAA多重采样的性质也可以用到别的需要这个这特特性的地方,比如Voxel化 ...
Further, FXAA provides not only a memory advantage over MSAA, especially on stereo and multi-display render targets or back buffers, but also a significant performance advantage for deferred rendering over using MSAA and shading multiple samples. See...
you’re still going to have to write to a huge buffer (X times larger than the base g-buffer) to get correct per-pixel normal info (the MSAA will save shader ops on the first pass, but not memory bandwidth or fill rate) and then (more importantly) the lighting pass will have to ...