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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |||
Sailor man
![]() Join Date: Apr 2005
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Hell, even SH3 supported AA, but not SH4. If that's not a step backwards, I don't know what is! |
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#17 |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Cologne, Germany
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May I ask you AA fetishists one question?! Why do you guys have to turn every single thread regardless of its original topic into a debate if SH4 supports AA? That really sucks!
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#18 |
Grey Wolf
![]() Join Date: Apr 2005
Posts: 798
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8000m visibility? I want to know. Do we still have myopic skippers that cant look further than down their own nosetip?
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"The power of the executive to cast a man into prison without formulating any charge known to the law, and particularly to deny him the judgment of his peers, is in the highest degree odious, and the foundation of all totalitarian government whether Nazi or Communist." - W. Churchill |
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#19 | |
Mate
![]() Join Date: Mar 2005
Posts: 55
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For info, I have the following sims on my PC at home: IL-2 in all its incarnations SH3 Lock On and Lock On Flaming Cliffs FS2004 and various Wings of Power add-ons Condor BOB WOVII All of these support FSAA and are better for it. I have no idea why the SH4 devs decided to cripple their game on release. RD.
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#20 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
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#21 | ||
Ace of the Deep
![]() Join Date: Jul 2006
Location: Cologne, Germany
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That's enought OT ranting for now. ![]() |
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#22 |
Mate
![]() Join Date: Mar 2005
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The reason it's coming up here is because some people (well, me at least) would like a final, definitive answer as to whether FSAA really is forced off all the time or whether it can be forced through the driver. I hope this will be settled once and for all by the subsim review. For me, this may well determine whether I go into town on Friday lunchtime and buy it or not. I don't care how good the game play is if every single wire, rope and sharp edge in every single frame shimmers and kills the immersion. Obviously, other people are less fussed.
Cheers, RD.
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#23 | |
Commander
![]() Join Date: Dec 2001
Location: Großbritannien
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Thanks for the update Neal. Looking forward to seeing what you think of her.
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#24 | |
Grey Wolf
![]() Join Date: Apr 2005
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"The power of the executive to cast a man into prison without formulating any charge known to the law, and particularly to deny him the judgment of his peers, is in the highest degree odious, and the foundation of all totalitarian government whether Nazi or Communist." - W. Churchill |
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#25 | ||
Born to Run Silent
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#26 | ||||
Samurai Navy
![]() Join Date: Jun 2003
Location: Portland, OR
Posts: 554
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It's not HDR that's the problem (and there are several flavors of that, too), or the video card generation. Some things are possible, and some are just...well, not. HDR is 'high dynamic range' - in increases the 'bit depth' of displayed colors. There are a few variants of that - the "Half-Life 2" games (Episode 1 and later) use integer-based HDR. This isn't "true" HDR, but it has the advantage of being able to be run by just about any video card. 'Oblivion' is an example of a game that uses 'true' floating-point HDR. This is a LOT more complicated - involves rendering to a floating-point render target - and requires specialized hardware to anti-alias properly. ATI's X1K-series cards can anti-alias FP16 HDR just fine, as can nVidia's 8-series. The (apparent) problem with Sh4, and the problem with 'the other Ubi titles' (Ghost Recon 2, Rainbow Six Vegas, etc), is that they not only use FP16 HDR, but then perform post-processing shader effects on the scene after final rendering. This is the stage that FSAA *should* be taking place in, but it can't, because shader routines are run against the image to generate final output that completely bypass the multisample blending needed for AA to work. (As to ATI's "other" AA modes - 'temporal' is somewhat interesting. ATI's cards have a programmable FSAA sample collector to generate the final output - vs nVidia's cards with a fixed sample pattern. Due to the programmable nature of this, ATI can switch sample patterns back and forth between frames. IE., if you are playing at 60 frames per second, and have 4x AA with Temporal AA enabled, the video card will take 30 frames at one sample pattern and 30 frames at a different sample pattern...alternating them back and forth. The result - to the human eye - APPEARS to be an 8x sample pattern. Adaptive AA is much more complicated to explain - it basically allows anti-aliasing of 'transparent' alpha textures...like the links in chain-link fences in most shooters, for example.) If you are not familiar with AA, here are a few links with pics of the differences: http://www.subsim.com/radioroom/show...light=aliasing http://en.wikipedia.org/wiki/Image:FSAA.jpg http://techreport.com/reviews/2006q4...0/index.x?pg=8 So, basically, the 'plus' of the GeForce 8-series and Radeon X1K-series (and later) is that they can anti-alias floating point render targets. No other cards can do that. Unfortunately, for Sh4 (and other titles), even THAT isn't enough - they continue to do more post-processing that still breaks AA. Sad thing? Those same effects are done on the XBox360 and PS3 on a regular basis - and certainly CAN be done on the PC, but aren't. Why? Well, the XBox360 and PS3 REQUIRE game devs to provide FSAA in all titles. The PC 'platform' doesn't. So, what are the devs to do? Well, clearly, get lazy and aim for the lowest common denominator. THAT is what pisses me off the most. Same thing that irks me with Rainbow 6 and Ghost Recon 2. They are ALL FSAA'd on the consoles, but NONE on the PC. For no technical reason at all, it's just because the consoles REQUIRE it and the PCs don't, and the devs are interested in delivering as little as possible to get paid. It's just sad! Quote:
Merging all those threads together just provides a BUCKET of misinformation - there were posters going on for dozens of posts of how AA would 'just work' and that the people having problems 'just didn't know how to do it'. And, of course, reams of posts about how FSAA 'didn't really matter' (oh, yeah? Then why do ALL THREE of the major consoles out today REQUIRE IT with EVERY TITLE? "Not a big deal" my ass!). And people posting videos (resized to a much lower res) claiming that "FSAA looks like it is working just fine", etc. The signal-to-noise ratio in that thread has gone WAY off the deep end, and the useful (and true) information is largely lost. |
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#27 |
Admiral
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Lest get BACK on topic please.
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![]() "I like subcommanders...they dont have time for bull****!" Proud member of the Subsim army of zombies Becks website |
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#28 |
A-ganger
![]() Join Date: May 2005
Location: navis longa
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Yeah, back on topic. I'm eagerly waiting for the review.
Toby (just surfaced from a long time reading-only dive ![]() |
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#29 |
Captain
![]() Join Date: Mar 2005
Location: Nash Town, USA
Posts: 525
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"Hit Shokaku class carrier with three out of six torpedos. Recieved 105 depth charges during three hour period. Heard four terrific explosions in the direction of target, two and one half hours after attack. Believe that baby sank!" Lieutenant Commander Herman Kossler USS Cavalla |
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#30 | |
Captain
![]() Join Date: Apr 2002
Location: Davie, FL Grid DM 23
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![]() (Oh cool, I'm "Stinking drunk in Trinidad"!) |
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