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Antialiasing

Posted: 28 Mar 2011, 15:24
by macuser
from my understanding, the current strategy is to revamp the current rendering engine:

1. Integrate it with the new code and qt interface
2. Add things like normal mapping
3. Make it more efficient- (for instance Wolfenstien ET runs at over 90FPS on an old laptop of mine and it has a whole lot more polygons and it does have normal-mapping, while Warzone runs at 10FPS)

How hard would it be to add antialiasing to the edges of polys (can be adjusted in settings). Artrev is trying to release the next version (work will start in april).

-Regards Macuser

Re: Antialiasing

Posted: 28 Mar 2011, 18:44
by Per
macuser wrote:How hard would it be to add antialiasing to the edges of polys (can be adjusted in settings).
I'm not sure I understand. Do you have an URL(s) to this method?

Re: Antialiasing

Posted: 28 Mar 2011, 19:53
by Jorzi
I think he's talking about hardware antialiasing (which is propably already possible if you fiddle around enough with the graphics drivers). What it does it takes multiple samples per pixel and averages them, making the polygon edges look much less jagged.
This of course has a similar effect on graphics workload as increasing the resolution, since the card essentially has to pump out 4-8 pixels for each displayed pixel, depending on the quality settings. For modern graphics cards this is, however, not a problem.

Re: Antialiasing

Posted: 29 Mar 2011, 09:51
by Terminator
As I can remember antialiasing already in game, but it sets up only in config file (FSAA=1). Is it what is talking here ?

Re: Antialiasing

Posted: 29 Mar 2011, 17:23
by macuser
So are you saying its already implemented it just needs to be turned on?

Re: Antialiasing

Posted: 29 Mar 2011, 17:58
by Terminator
macuser wrote:So are you saying its already implemented it just needs to be turned on?
As far As I can tell there is only x1(or x2 dont really know) aliasing level, but yea it in there in master build. Needs to be confirmed by Devs who is actually has made this feature.

Re: Antialiasing

Posted: 29 Mar 2011, 18:40
by macuser
Wow great! :)

Re: Antialiasing

Posted: 30 Mar 2011, 00:45
by Buginator
Terminator wrote:
macuser wrote:So are you saying its already implemented it just needs to be turned on?
As far As I can tell there is only x1(or x2 dont really know) aliasing level, but yea it in there in master build. Needs to be confirmed by Devs who is actually has made this feature.
Check your config file, FSAA=0 means it is off.
There is no check, so you may set it as high as your gfx card supports.
It still is experimental, since there are no checks to see if it worked or not!

Re: Antialiasing

Posted: 30 Mar 2011, 17:10
by macuser
I have tested it and it does work.

1. Is it software based or hardware based
2. Why not have an option labeled experimental in the next master release for it

-Regards Macuser

Re: Antialiasing

Posted: 30 Mar 2011, 17:24
by macuser
Screenshots:

Re: Antialiasing

Posted: 30 Mar 2011, 18:04
by Per
FSAA is hardware-based. An option in the GUI would be nice, I agree.

Re: Antialiasing

Posted: 30 Mar 2011, 18:10
by milo christiansen
:shock: That is the biggest difference I have EVER seen in FSAA on vs FSAA off, and I have played a LOT of games in my time.

Re: Antialiasing

Posted: 30 Mar 2011, 19:15
by Wolftrak
+1 for option.Maybe a slider for choosing between x1,x2,x4 or x8.

Re: Antialiasing

Posted: 30 Mar 2011, 20:17
by Per
Wolftrak wrote:+1 for option.Maybe a slider for choosing between x1,x2,x4 or x8.
And off. For very poor hardware (Intel and S3, I am looking at you), FSAA has the potential to drag your FPS to a crawl. That said, my quite old GT8600 does 4x FSAA without a hitch.

Re: Antialiasing

Posted: 31 Mar 2011, 14:44
by macuser
LOL I have Nvidia GTX 240 1GB .... the above with on was at 4x and off was at (you guessed it) 0x