Monday November 23 2009

GotFrag Hardware Forums

AA Labeling!!! CONFUSED!

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Sorry for triple topic in hardware forums :(.

Ok, I have an Nvidia 8800 GS, and in Team Fortress 2, or any game really, I go to adjust Anti-aliasing, and I get a list like this.(might be off cus i'm not in game)

Bilinear(ok)
Trilinear(basic, i get it)
2xMSAA(ok....why is MS there)
4xMSAA(hmmmmm)
8xMSAA(HMMMMMMMM)
16xMSAA(I guess it's an extension on name)
8xCSAA(WAIT...WHAAA....HAAAA...WTF, 8 better than 16....CS, AH)
16xQCSAA(great now there's a Quality sign....RAGE MODE)

I guessed, that 16xQCSAA is the best, but why is CSAA better than MSAA? and i've also heard stories of 8xCSAA being better, or the exact same just better performance than 16xQCSAA?!

may someone please point out this confusing AA labeling. and what confused me about the MS, is that when I play Half-Life 2, it's just:

Bilinear
Trilinear
2x
4x
6x(aaaah, simple.)

Again, please point out whats with the weird labeling on more modern games, and if the 8xCSAA=best quality is true.

Thanks for the help, and I will not accept, "TATS WUT U GAT FUR GTING NVIDIA ATI FTW!!!one!!!!!1111!!!1!!!!!!one"

This comment was edited at 07/09/2009 1:55 AM
mongoose
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In summary, CSAA produces antialiased images that rival the quality of 8x or 16x MSAA, while introducing only a minimal performance hit over standard (typically 4x) MSAA.

It works by introducing the concept of a new sample type: a sample that represents coverage. This differs from previous AA techniques where coverage was always inherently tied to another sample type.

In supersampling for example, each sample represents shaded color, stored color/z/stencil, and coverage, which essentially amounts to rendering to an oversized buffer and downfiltering.

MSAA reduces the shader overhead of this operation by decoupling shaded samples from stored color and coverage; this allows applications using antialiasing to operate with fewer shaded samples while maintaining the same quality color/z/stencil and coverage sampling.

CSAA further optimizes this process by decoupling coverage from color/z/stencil, thus reducing bandwidth and storage costs.

Here is a site that has different types of AA and examples: http://www.behardware.com/articles/644-8/..

Also:
You have 8xCSAA, 8xQ, 16xCSAA and 16xQ. 8xCSAA is basically 4xMSAA+ 4 "possible" coverage samples. This means that the lowest quality in a scene could be a minimum of 4xAA, and the highest quality could be 8xAA (This varies depending on the number of coverage samples within the scene). 8xQ is basically 8xMSAA. 16xCSAA follows the same principle as 8xCSAA except that it uses 8 coverage samples meaning the highest quality could be as high as 16xAA. 16xQ isnt 16xMSAA but rather a more higher level of 16xCSAA, with a minimum of 8 multi samples (so 8xAA is the minimum in any given scene) and 8 coverage samples.

So basically, CSAA is a very good AA when it comes to memory buffer efficiency and performance as 16xCSAA is usually 10~20% slower than 4xMSAA.

This comment was edited at 07/09/2009 3:50 PM
[quote]I already sent it in to steam, he should say goodbye to his account.[/quote]
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Wow, thanks a lot snapple! really helped, so 4xMSAA=consistent, 8x+16xCSAA uses multiple AA versions on scenes at the same time 8xQCSAA=8xMSAA, 16xQCSAA=minimum use is 8x, but mostly goes to 16x.

MSAA=Consistent, "true 16x"
CSAA=More Performance with UBER-SMALL quality hit.

thanks. :)
mongoose
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glad to help! (:
[quote]I already sent it in to steam, he should say goodbye to his account.[/quote]
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