Update on Shader based AA

Revdarian

2[H]4U
Joined
Aug 16, 2010
Messages
2,616
Jiménez upgraded his MLAA and is now calling it SMAA, performance is still 1.5 to 4.8 the performance of 8xMSAA; Quality is expected to rival... 16x SSAA.

http://www.iryoku.com/smaa/

Great times for us gamers annoyed by jaggies!

Hopefully someone makes an injector like the FXAA with the source code.


Download the 6.81 MB PDF if interested on the zoomed in quality comparisons, 7 in total.

Honestly, it is looking good (and they are tackling the rounding of letters just FYI).
 
I hadnt noticed that they had one last page with extra zoomed in comparisons between:
MLAA cpu original code, MLAA AMD's code, MLAA Jiménez code, FXAA Timothy Lottes code, DLAA (first time hearing this one, Andreev's code), SRAA Chajdas code, two versions of the new SMAA and finally 16xSSAA.


They compare local contrast, accurate searches, accurate gradients (SSAA fails this one O_O), diagonals, geometry, subpixels and sharpness.

Really wish for someone to turn this into an injector for so many titles <.< (or heck, Team Red AND Team Green could pay the guys quite a bit and add it like an extra option on the drivers, since this one doesn't affect text as much)


EDIT TO ADD:

Also someone compiled it for Oblivion already... time for me to undust Oblivion (well, if i even remember where i put it..)

<<itsmydamnation: September 23, 2011 at 1:40 am
this(SMAA2.4) has been implemented for Oblivion via OBGE (oblivion Graphic extender). OBGE also supports lots of other shader based AA&#8217;s (FX,ML,DL,etc) and SMAA looks by far the best!!!!!

awesome!!!>>
http://www.iryoku.com/introducing-subpixel-morphological-antialiasing
 
Fantastic! Even works for thin broken lines. Unheard of for post techniques.
 
I'm just looking at that teaser screenshot at the top of the page though. I can see quite a lot of inconsistencies in it :(
 
Looks pretty nice for a shader based solution, I'd like to see that working in person instead of on screenshots or video. No matter how high the quality of those are they're not quite like being able to look at it interactively.
 
Yeap, that is why i was looking for my copy of Oblivion to try it on, but seems that i lent it to a pal, so if anyone can give it a try, should be on it's latest OBGE shaders (v3 i think)
 
Yup, I'd have to agree in most cases, but this looks like it might be a bit better...
 
Yeap, that is why i was looking for my copy of Oblivion to try it on, but seems that i lent it to a pal, so if anyone can give it a try, should be on it's latest OBGE shaders (v3 i think)

I have oblivion, will install now, I'm also willing to take screenshots and post them here.
Update: Oblivion is installed and I have updated to version 1.2 which I believe is the newest build

I have downloaded Oblivion graphics extender core, I want to save myself from 3 hours of reading, since I never used this program before, what am I gonna do now to get the new mlaa working on this?
 
Last edited:
IMHO MLAA looks like garbage compared to MSAA...

Well the hierarchy goes:

Actual Resolution > SSAA > MSAA > Everything else

The problem with SSAA is that you have to do a lot of work, since you have to do the work of the actual equivalent resolution and then a very fast blend.

Problem with MSAA is the memory footprint, as you need one for each of your samples.

The Shader Based antialiasing techniques try to reduce both the memory footprint and the performance requirement by the fact that it works on a fully rendered scene (sans HUD when integrated into games), since these are relatively new methods they are bound to have issues, but if you take your time to download and see the sub 7mb PDF you will notice that the team of this fella, Jiménez from the University of Zaragoza, seem to have advanced by leaps and bounds on the quality of the output, above and beyond MSAA.

Since i am lazy and i know that lots of guys are lazy too, i'll just screenshot the comparison table between the different methods, if anyone really wants to see they can download the pdf, and if anyone has Oblivion please do give it a try hahahaha :p

Comparison

EDIT TO ADD:
Cool, 1 sec, i'll give it a vfast read, i guess that you downloaded the shader package too "OBGE_Standalone_Effects-30054"

Hmm having some troubles, sorry, trying to contact the fella directly :S yeah yeah i suck
 
Last edited:
EDIT TO ADD:
Cool, 1 sec, i'll give it a vfast read, i guess that you downloaded the shader package too "OBGE_Standalone_Effects-30054"
i'll upload jimenez et al's SMAA.fx for direct use.
https://rapidshare.com/files/2082801747/SMAA.fx

I just downloaed the effects after reading your post and extracted it. However I haven't installed the core package yet as I had to install 2 things first. I installed dx updater which told me I'm already good to go and something else called obse which is a alternative executable which allows better scripting I guess. Now it's telling me to install obge v3 I should use something called "wrythe bash's bain" which I'm having trouble finding. There's a manual method but supposedly it's highly discouraged.

I'm not that lazy as I make myself out to be. So I take it after I install obge v3 and the file you just mentioned I'm still not going to be running the new mlaa? What steps are next :)

Edit: Just downloaded Jimenez SMAA.
 
Well i need to give you too the SMAA.h that i forgot, second gonna put a link with it too... still trying to figure this out myself heh.
https://rapidshare.com/files/2082801747/SMAA.fx
https://rapidshare.com/files/1245491905/SMAA.h

So I got both the files now, aside from what we discussed via PM, I am confused about the wrythe bash stuff I downloaded and installed something else called wrythe python and I'm confused as hell to be honest. I'm about to uninstall that and simply install obge core manually then add the standalone effects to it. Kinda disillusioned right now as to continue will require even more reading. :confused:
 
Thanks a lot to Lord_Exodia, here are some pics that he took;
[WARNING, UNCOMPRESSED IMAGES TO PRESERVE QUALITY, 25MB each]

https://rapidshare.com/files/464550274/noaa1.bmp
https://rapidshare.com/files/1270250837/mlaa1.bmp
https://rapidshare.com/files/3062496829/smaa1.bmp

https://rapidshare.com/files/1964071374/noaa2.bmp
https://rapidshare.com/files/2407798793/mlaa2.bmp
https://rapidshare.com/files/1500701792/smaa2.bmp


EDIT TO ADD:
I am gonna upload 8 smaller images (1080p), that compare the 7 shader based antialiasing options supported at the moment in Oblivion.
I zipped the 8 files to make a single small download, but make no mistake, each image is a .bmp
Download size would be a more palatable 29MB total for the 8 images.
Each image has a 2 digit number, that is the average fps of that method, most had pretty much no performance hit in such a title (with no other shader extension loaded).
 
Last edited:
Because bitmaps are also lossless?

EDIT TO ADD:
And fraps doesn't let you use the other formats unless you buy it ;-)
 
sighs, ok i will convert my screenshots to png's and reupload, the difference in size shouldn't be massive
 
Thanks Revadian, I wanted to chime in and say that I couldn't have done this without help from you. I also wanted to add my 2c about this new SMAA developed by Jimenez is developing is definitely a leap into the future. Imagine everyone, if you will, shader based antialiasing without blurring, working in different angles as effectively as 8X TR SSAA with edge detect. That is what this is and it's out now!! I only wish I could have this 100% of the time in all of my games. Currently it bitch slapped my setup because I'm running in eyefinity but for single screen I'd imagine it's a much better alternative to 8x TR SSAA with edge detect which to be honest isn't available to us because amd is the only one with edge detect, and nvidia is currently the only one with working transparency SSAA.

As Jimenez continues innovating and streamlining this method I'm gonna be sitting at the edge of my seat waiting for this to come. I think everyone deep down was excited about the prospect of shader based antialiasing but a bit disenchanted with the blurring caused. Then a little more hopeful when FXAA came out with less blurring. I hope you guys take the time to download the files and really look at them as SMAA is the real thing. I was very impressed.
 
Thanks a lot for your time bro.

And agreed on the sentiments about wanting to see how will this all work in the end.


BTW if anyone knows someone that knows someone that knows "some dude", the creator of the fxaa injector, could you perhaps give him a small nudge and point him to SMAA? We all have some games that could seriously benefit from this :)
 
Thanks a lot for your time bro.

And agreed on the sentiments about wanting to see how will this all work in the end.


BTW if anyone knows someone that knows someone that knows "some dude", the creator of the fxaa injector, could you perhaps give him a small nudge and point him to SMAA? We all have some games that could seriously benefit from this :)

:eek::eek: OMG YES! I can imagine this in some games like witcher 2, Battlefield 3, Metro 2033, Crysis 2. :D
 
Unless it's explicitly supported by a title, manually forcing MLAA in games completely destroys my performance at 2560x1600 - cutting frame rates that would otherwise be 100+ down to the 20s. So if we can improve on this, it's a good start :)
 
Unless it's explicitly supported by a title, manually forcing MLAA in games completely destroys my performance at 2560x1600 - cutting frame rates that would otherwise be 100+ down to the 20s. So if we can improve on this, it's a good start :)

Yeah that is because AMD's implementation although better than the original CPU implementation by the inherent nature of the parallel code, it wasn't really optimized for anything other than low memory use.

http://tinypic.com/view.php?pic=2ujo4qv&s=7

For 1080p a cpu MLAA takes 350ms on a Core i7 @2.7 GHz, AMD's implementation takes 6.6ms on a 6870; Jiménez MLAA takes 0.89ms, FXAA takes 2.04ms and Jiménez new SMAA takes from 1.07 to 1.88 ms depending on quality, all of these past the ";" were measured on a GTX 295.

Soooo yeah it would be interesting if AMD would optimize their code.
 
Back
Top