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jonelo

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Posts posted by jonelo

  1. http://www.clan-game.com/index.php?PHPSESS...amp;topic=139.0

    angecris

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    Date de la sortie du patch

    « le: 20 Juin 2006 à 00:09:24 »

    la sortie du patch sera la pour mercredi 21 de ce moi ci je vous laisse lire l info ICI

    in English

    the exit of the patch will be for Wednesday 21 of this me Ci I let to you read L information HERE

    It will be certain?

    -

  2. .

    Deferred rendering and MSAA incompatibility is a big problem in videogame graphic future

    For that reason, the solution of GRIN can be very important in the future if she is correct

    http://www.nvnews.net/vbulletin/showpost.p...amp;postcount=1

    Tim Sweeney*- Gears of War runs natively at 1280x720p without multisampling. MSAA performance doesn't scale well to next-generation deferred rendering techniques, which UE3 uses extensively for shadowing, particle systems, and fog.

    *Tim Sweeney is the founder and president of Epic Games, Unreal Engine 3 developer

  3. Overview

    The reply was more to the post by jonelo, commenting on the point that people ask for something and when they get it, they are still not happy. It had been posted on this forum that MSAA & HDR can not be done on today’s hardware together, but SSAA & HDR can but as "jonelo" stated, it's another load on the gfx card, which alot of players are going to notice.

    The last bit of my post was a nudge at all those that had asked for AA and will now say "but I can not run SSAA and HDR my graphics won't take it......"

    Grin had stated in posts that AA was not possible, but they were referring to the industry standard MSAA. After reading many posts myself on complaints on jaggy edges, I read a post saying GRin would enable AA in ther next patch & now here it is.

    As for your original question which I did not answer, YES it is FSAA and performance hit should be large [ depending on the scale of your gfx card, pipelines etc.]

    I provided some good links above which make excellent reading on AA and you will probably work out the "loading hit on your card"

    hope it helps

    viii

    I am happy with SSAA, and am happy with antialeasing with the pixel shaders, or selective supersampling :thumbsup: . Other people with videocards of low range/middle surely worried. I sincerely do not understand the tone of its answer. Well, now already I will be able to answer, in several forums of Spain and Argentina, whom they ask to me on perfomance of the AA. Thank you very much! and pardon by my bad English .

    SSAA perfomance

    4x_chart_2xaniso.jpg

    *Humus is Swedish

  4. I was exagerating the 7GB, but I think 1GB would be fair. If UBI can release a 266.2 MB (11 minutes long) E3 2K6 Demo Walkthrough HD of Rainbow Six: Vegas then why can't they or GRIN Release a 20-30 minute tech demo of GRAW PC? It could probably increase sales of the game.

    He is with codec h264. I have used WMV9 , bitrate 12000 kbps, perhaps three times but that that video.

    edit / Demo Walkthrough HD of Rainbow Six: Vegas is 852x480 video , and bitrate 4265 kbps

  5. 1280 x 720 , 17 MB Fire of heavy machine gun in the final mission

    http://rapidshare.de/files/23180121/GRAW_2...-07-82.rar.html

    Select FREE, down,

    1280 x 720 , 89 mb , 1.14 m. Game play VIP 2 mision

    http://rapidshare.de/files/23214740/GRAW_2...-33-53.rar.html

    1280 x 720 Abrams Main Battle Tanks in movement 1

    http://rapidshare.de/files/23181757/GRAW_2...-01-73.WMV.html

    1280 x 720 , 89 mb , 1.17 m. Abrams Main Battle Tanks in movement 2

    http://rapidshare.de/files/23277356/Copia_...-56-81.rar.html

    1280 x 720 129 mb , 2,03 m, Abrams Main Battle Tanks in movement 3

    http://www.megaupload.com/?d=T6S7CF50

  6. I read somewhere that because of the lighting/shading methods used in this game, AA isn't possible. I would think that people would be talking about this more. Did I read wrong?

    This was taken from Tweakguides.com GRAW guide: Antialiasing: Note, due to the type of Deferred Lighting method used by the developers, regardless of your Post Effects setting, Antialiasing is not possible in the game - even if you disable Post Effects, or try to force Antialiasing in your graphics card control panel. This is an unfortunate and contentious aspect of the game, since the gameplay relies a great deal on identifying small movements in your surroundings; something which the lack of antialiasing makes much harder due to jagged edges constantly moving and shimmering. However it is not resolveable as far as I know, so it's unlikely to ever be "fixed" by patching. Turn off any forced Antialiasing in your graphics card control panel, as it will not work regardless of which graphics card you use, and can only cause slowdowns and problems with GRAW.

    Could someone that is experienced in this area explain why AA is or is not possible?

    MSAA , multisampling antialiasing, not possible

    SSAA , supersampling antialiasing- like AOE 3 with Nvidia series , possible , very bad perfomance - about 75 % decrease with AA4X .

    Antialeasing with pixel shaders .... is possible?. difficult code work, acceptable perfomance ?, like Tomb Raider Leyend

    http://download.nvidia.com/developer/prese...red_Shading.pdf

    Anti-Aliasing with Deferred Shading

    *Deferred shading is incompatible with MSAA

    *API doesn’t allow antialiased MRTs

    But this is a small problem…

    *AA resolve has to happen after accumulation!

    Resolve = process of combining multiple samples

    *G-Buffer cannot be resolved

    What happens to an FP16 position when resolved?

    Other AA options?

    *Supersampling lighting is a costly option

    Lighting is typically the bottleneck, pixel shader bound

    4x supersampled lighting would be a big perf.

    *“Intelligent Blur†: Only filter object edges

    Based on depths and normals of neighboring pixels

    Set “barrier†high, to avoid interior blurring

    Full-screen shader, but cheaper than SSAA

  7. what? of course its possible, they are the game developer dude..they can basically put anything in there what ever they want...

    impossible with deferred lighting

    http://www.ghostrecon.net/forums/ind...pic=33525&st=0

    GRiN_desmond22

    Yesterday, 07:52 PM

    Post #18

    Recruit - 2nd Class

    Group: GRIN

    Posts: 92

    Joined: 30-March 06

    From: A roof with a Barrett aimed at your forehead

    QUOTE(Samurai Recon @ Apr 27 2006, 07:36 PM)

    Hope you're enjoying your time there in Mexico.

    Any comments on the AA-issue?

    Ok, I'm not going to turn this into a Q&A thread, but I'll comment on this one thing, since so many are whining about it.

    AA and deferred lighting (which is used in GRAW) are not compatible. It's a limitation of PC hardware, not the game.

    Deferred Lighting:

    http://www.beyond3d.com/articles/deflight/

    http://www.gdconf.com/conference/arc...chard_matt.ppt

    http://www.elitebastards.com/cms/index.php...id=59&Itemid=29

    The rendering path in G.R.A.W is very different from most games in that it appears to make extensive use of multiple render targets (MRTs). (This is where one draw operation can write different values to different surfaces.)

    The DX9 spec doesn't allow multi-sample AA when using MRTs and our hardware requires that all of the destination surfaces either have AA or not. This means that in order to get AA in G.R.A.W. we'd need to have lots of AA surfaces and perform a ton of AA resolves. The end result would be slow and require much more texture memory. It's not 100% impossible, and I'm not giving up on the possibility, but there is no playable solution right now.

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