Custom PC - UK (2020-02)

(Antfer) #1

FEAATURE//ANALYSSIS


At least that’s the theory. In practice, FXA
can look a bit blurry, and in a way that isn’t
offset by the significant step up in realism and
depth of full-scene super sampling. On the
flip side, it’s astonishingly efficient in terms of
performance.It takesupsolittleprocessing
powerthatyoucanenableit onallgames
andatallresolutionsessentiallyforfree.In
ourCS:GOtesting,enablingFXAAdropped
performancebyjust8 percent.
Therearefurtherkeybenefitstoo.One
is thatit worksonallpartsofa scene,such
astheedgesoftransparenttextures.More
importantly,FXAAcanbeprocessedontop
ofanyotherrenderingprocesses,including
othertypesofAA.Thisis particularly
importantformanymoderngamesthat
usesophisticatedpixelshaders,asnormal
AAtechniquescan’tbeappliedafterthese
shadershavedonetheirwork.
Alltold,though,theresultsofthistechnique
aren’tparticularlyattractive,especiallyasit
doesn’tdoa lottofixflickeringand
shimmeringissues,wherepixelsrapidly
changecolourinanunnatural-lookingway
whenthere’smovementonscreen– an
effectthat’softenfixedbyanti-aliasing.The
changesincolourareslightlysubtlerthanwith
noAA,duetotheblurring,butyoustillseethe
suddenchangesbecausetheunderlying
sceneisn’ttrulyanti-aliased.


ook particularly bad in complex
scenes where there’s a lot foliage or other
transparent textures. It just blurs into an
indistinct mass that lacks the sense of depth
that other conventional AA techniques provide,
whilealsodoinglittletoresolveflickering.

Ata push,if you’rereallysqueezedfor
performance,youcouldapply2xMSAAand
FXAAorperhaps2xadaptiveAAandFXAA.
The2xMSAAandadaptiveAAwilltakecareof
theworstjaggiesandshimmering,whilethe
FXAAwillhelpsoftenuptherestofthescene.

EnhancedSubpixel
MorphologicalAA(SMAA)
SMAAis animprovementonFXAAthatmore
effectivelydetectspatternsintheunderlying
image,suchasthelinesandcurvesthatdefine
theboundariesofobjectsthatneedanti-
aliasing.It thenblurstheseboundariesinthe
directionofthepattern.Thisapproachgreatly
enhancesthistechnique’s abilitytoreduce
bothjaggiesandtheshimmeringeffectthat
plaguesFXAAandnon-anti-aliasedscenes.

The downside is that enabling it results in a
greater performance hit than FXAA, although
SMAA is still far less demanding than
conventional AA. Unfortunately, we didn’t
have a way of enabling SMAA in CS:GO for a
directcomparisontoourothertests,butwe

couldtestit inRiseoftheTombRaider.Here,
thegamedelivered53.6fpswithnoAA,
52.5fpswithFXAAand48.6fpswithSMAA.
That’salmostcertainlya performancehit
mostofuswouldbewillingtotake.
Moreover,thisgameprovideda particularly
goodwaytoshowthedifferencein quality
betweenFXAAandSMAA.Itsdensefoliage
andparticleeffects,suchasrainandsnowreally
showedupFXAA’stendencytojustmakethe
imagelookblurry,whereasSMAAdida better
jobofpreservingdetail.In thescreenshots
below,there’slessofthefoliage,butyoucan
clearlyseehow,withnoAA,theoutlineofLara
Croft’sheadis jaggedand,withSMAA,the
imageis smoothedoff.WithFXAA,though,
thewholeimagelooksfarmuddier,although
theoverallAAeffectis admittedlystronger.

From left to right: No AA, FXAA, SMAA

BASICALLY, IT LOOKS FOR PLACES WHERE THERE’S A


HIGH CONTRAST BETWEEN NEIGHBOURING PIXELS, AND


THEN BLENDS THOSE AREAS

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