Ive got over 20 hours on it since Saturday. I missed the 75% off sale but still got it anyway. The amount of information preserved in pixels of this part of the image is not high enough.2 Is for sure worth it at 1/2 off. However, the technique cannot really fix the problem with the road on the other side of the river just below the castle. It is not our invention, the algorithm was invented by a very smart engineer at Intel.Īs the picture below illustrates, the benefits of MLAA can be clearly seen on the big concrete blocks near the camera. But it helps considerably in many situations, and the performance cost is acceptable. It is not perfect, sometimes it blurs things that would be better left untouched, and it also cannot really reconstruct single-pixel width objects (for example electrical wires in the distance) to make a smooth line out of them like MSAA or FSAA could. It is a very smart post-processing pass on the rendered image, basically selectively smoothing out parts of the image where a smart filter detects a jaggy line. But we also wanted to make the picture better on middle class or low-end hardware. We will offer supersampling as an option in the game - the scene looks just great with it if you have a powerful graphics card with fill-rate to spare and lots of memory to allocate the larger buffers needed. There is a brute force anti-aliasing solution - supersampling, also known as Full Scene Anti Aliasing (FSAA), but the performance hit is considerable. With the new deferred shading technique in our renderer, we can no longer use standard MSAA techniques. You may have noticed the jaggy lines - aliasing artifacts - in previously posted screenshots, and MLAA is a method to lessen the problem. We are in the process of implementing Morphological Anti-Aliasing in the graphics engine. This post is going to be a bit technical, but perhaps this angle will also be interesting to some of you.
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