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Posted By: FyreWulff <mkidder@gmail.com> | Date: 12/13/09 8:23 p.m. |
In Response To: Another pic showing the effectiveness of the tech (FyreWulff) It seems a couple of people on other forums are getting confused. I may not have explained myself clearly enough. I don't think Bungie is using this rim-bloom-blur-light effect instead of AA. I think they are using it WITH the 360's AA. For example. This is how AA generally works (extremely simplified)
You feed the GPU your rendered frame. The red pixels are 'detail' or texture inside the polygon, so you're not going to blur that. You're only going to AA the edge. Generally (not SPECIFICALLY, remember I am paring this down to the most simple things) the GPU will then try to find a good middle point for two near pixels and then replace some of the pixels with the in-between color. As a result, AA actually -loses- detail. You are not generally blurring the entire image, because that would be a massive loss of detail. You are only going to blend edges.
This is what I -think- Bungie is doing though. They are using a pixel shader to have an edge effect where edge of the polygon's pixels are continued out, with alpha blending added:
If that looks like the same color, here is if the other color was red:
Basically they're saying "Okay, we're going to lose detail on the edges anyway. So let's give the AA more pixels to chew on, and make the jaggies harder to see". Because if the pixels are less distinct, our brain will combine them to be even smoother, even though it's the same amount of pixels on screen no matter if AA is off, on, or this effect. In theory it's possible that this effect will only be on for cutscenes and turned off for gameplay. It's all in what Bungie wants the game to look like, really. It's also why they have thin objects in the cutscene that don't stairstep to hell and back - technically they're just making them bigger so they take up more pixels.
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