jonelo
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Posts posted by jonelo
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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
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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
. 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

*Humus is Swedish
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Just curious. How did you guys manage to stick Anti-Aliasing in ? Is it true FSAA which we can enable in either our control panel or in game ? What will the performance hit be like ?
thx
I believe that it will be SSAA (bad perfomance ) or antialeasing with the Pixel .Shaders ( good perfomance )
SSAA = supersampling antialising
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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
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Jonelo where are you from? Your game is in spanish language.. hehe
Of where the "Liberador de las Americas" was born
. And sorry for my bad English 
Lol...I'm Venezuelan too jonelo... que más.
I have been mistaken

, Simon Bolivar was not Basque, but perhaps its ancestors 
. Perdoneme por ser tan ignorante
. http://www.arquired.es/users/guiabizkaia/m.../TextFrame.html
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1280 x 720 129 mb , 2,03 m, Abrams Main Battle Tanks in movement 3
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Jonelo where are you from? Your game is in spanish language.. hehe
Of where the "Liberador de las Americas" was born
. And sorry for my bad English 
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1280 x 720 , 89 mb , 1.17 m. Abrams Main Battle Tank in movement
http://rapidshare.de/files/23277356/Copia_...-56-81.rar.html
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You cant, there is no AA yet.
The pseudo AA feature will be in a future patch.
Pseudo AA
? or pseudo MSAA ? -
You know, this game looks just like CSS, I mean textures look the same. SO lovely tho!
This game is much more demanding that CS. It needs one 1800/7800 to play well in full. And one 1900 XT or 7900 gtx, or a Crossfire or SLI to play hi-res .Or with AA with the future patch.
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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
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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
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Testers needed - so if you're interessted, let me know!

Hardly I speak English, but I would like to prove it in my Spanish version. It sends a personal message to me ?
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the results of the Croosfire it does not seem correct,
http://www.beyond3d.com/forum/showthread.php?t=30854
G.R.A.W Demo
Settings; Cat 6.3 driver, 1600 x 1200, 16 x AF in game, CCC HQ AF option ticked, All game Options high, Mip settings in CCC highest quality, Crossfire enabled via naming the .exe AFR-FriendlyD3D:
Single card, Crossfire Off 34 FPS
Crossfire 67 FPS
Single card, Crossfire Off 38 FPS
Crossfire 75 FPS
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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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http://www.ghostrecon.com/uk/newspost.php?id=15717
Starting in June, Ubisoft and developer GRIN will release brand new multiplayer modes, including:
Deathmatch mode, Map Editor for Deathmatch and Domination, anti-cheat fixes, Anti Aliasing feature, and New co-op maps


is possible ???? multisampling, supersampling ? I thought that I was impossible




























New info on the GRAW update [Screens also]
in GR:AW (PC) - General Discussion
Posted · Edited by jonelo
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?
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