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2X SSAA without Buffered Rendering
04-17-2013, 01:56 AM
Post: #1
2X SSAA without Buffered Rendering
Someone told me that 2x SSAA doesn't work when buffered rendering is not activated, I use android so I can't really experience this but I'm still wondering, is it true? And if it is, why? How's the filter related to the buffered rendering? Thanks in advance.

-Samsung galaxy S3 International version - Android 4.4.2
-Dual Core locked CPU, Clocked at 1Ghz-1.8Ghz
-Mali 400MP4 GPU Clocked from 160Mhz to 533Mhz
-1GB ram, boo..
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04-17-2013, 01:58 AM (This post was last modified: 04-17-2013 01:59 AM by [Unknown].)
Post: #2
RE: 2X SSAA without Buffered Rendering
Because buffered rendering involves copying between buffers, which is when the 2x effect is applied, at least afaiu.

When it's off, no copying is performed, and so there's no opportunity to apply the effect. I'm not sure, but I think applying the filter would pretty much negate the performance gains of disabling buffered rendering.

-[Unknown]
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04-17-2013, 04:05 AM
Post: #3
RE: 2X SSAA without Buffered Rendering
(04-17-2013 01:58 AM)[Unknown] Wrote:  Because buffered rendering involves copying between buffers, which is when the 2x effect is applied, at least afaiu.

When it's off, no copying is performed, and so there's no opportunity to apply the effect. I'm not sure, but I think applying the filter would pretty much negate the performance gains of disabling buffered rendering.

-[Unknown]

That explains a lot... I had no clue it affected filters too, thanks for clearing out that.

-Samsung galaxy S3 International version - Android 4.4.2
-Dual Core locked CPU, Clocked at 1Ghz-1.8Ghz
-Mali 400MP4 GPU Clocked from 160Mhz to 533Mhz
-1GB ram, boo..
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04-17-2013, 05:07 AM (This post was last modified: 04-17-2013 09:35 AM by sfageas.)
Post: #4
RE: 2X SSAA without Buffered Rendering
I've noticed when playing games on android ( 3rd birthday for example) using buffered rendering everything is a blurry mess, when its off things are better. Is this the resolution that's changing? If buffered rendering uses more effects why does it look like *snip*.Tongue

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PC: i7 920 @ 4.0Ghz / HD6950 2gb / RAM 6gb / Win 7 professional 64bit
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04-17-2013, 05:07 AM (This post was last modified: 04-17-2013 05:09 AM by VIRGIN KLM.)
Post: #5
RE: 2X SSAA without Buffered Rendering
There are other types of antialiasing though that could work without buffered rendering. Post processing is the cheap option but I remember reading about some other ones that aren't post processing and don't need importantly to be applied as SSAA or MSAA. The best thing you could do to simulate a 2x SSAA is to offer a menu for internal resolution and doubling the resolution of your screen, it should result into exactly the same result.
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04-17-2013, 07:00 AM
Post: #6
RE: 2X SSAA without Buffered Rendering
(04-17-2013 05:07 AM)VIRGIN KLM Wrote:  The best thing you could do to simulate a 2x SSAA is to offer a menu for internal resolution and doubling the resolution of your screen, it should result into exactly the same result.

Yeah , like Dolphin Big Grin
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04-17-2013, 11:03 AM
Post: #7
RE: 2X SSAA without Buffered Rendering
Doubling the internal resolution may be practical on Windows, but not on android. Double the resolution of a 1280x720 screen and you get 2560x1440 pixels. Which mobile gpu could handle this, considering they even struggle at the default resolutions? If you ever tried downsampling with a high end computer game you know that this is crazy.

Windows 7 x64: Intel Core i5 4570 @3.6 Ghz, ATI Radeon HD 7870
Android 4.4.2 (CM11): Samsung Galaxy S3 @ 4x1.6 Ghz CPU, 600Mhz GPU
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04-17-2013, 12:04 PM
Post: #8
RE: 2X SSAA without Buffered Rendering
(04-17-2013 11:03 AM)kevke96 Wrote:  Doubling the internal resolution may be practical on Windows, but not on android. Double the resolution of a 1280x720 screen and you get 2560x1440 pixels. Which mobile gpu could handle this, considering they even struggle at the default resolutions? If you ever tried downsampling with a high end computer game you know that this is crazy.
2xSSAA = doubling resolution.
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04-17-2013, 04:35 PM
Post: #9
RE: 2X SSAA without Buffered Rendering
Does SSAA really render the whole image double resolution? With post processing and all?
But still, is it even possible to use supersampling on an Android device? And what about the buffered rendering 2x option on Android? Is this supersampling? I thought not.

Windows 7 x64: Intel Core i5 4570 @3.6 Ghz, ATI Radeon HD 7870
Android 4.4.2 (CM11): Samsung Galaxy S3 @ 4x1.6 Ghz CPU, 600Mhz GPU
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04-18-2013, 04:44 AM (This post was last modified: 04-18-2013 04:46 AM by VIRGIN KLM.)
Post: #10
RE: 2X SSAA without Buffered Rendering
Super Sampling Anti Aliasing stands for taking an x amount of extra pixels to calculate one. So 2xSSAA means double resolution and taking 4 pixels to calculate and end up one. It's exactly the same thing with doubling the resolution but the method is done differently. MSAA is not the same as doubling resolution, you might mistake it for that.

EDIT: FYI my Android phone doesn't seem to mind 2xSSAA at all speed wise, maybe 1-2VPS cost and it's not high end.
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04-18-2013, 12:16 PM
Post: #11
RE: 2X SSAA without Buffered Rendering
I thought that SSAA only included geometry and textures, and effects like shaders and post processing are applied afterwards. Well you always learn something, huh?
My phone (is it even considered high end anymore?) doesnt care about it either, but it also doesnt visibly apply the effect. I tried 3 games that have a lot of jagged edges in geometry and textures and didnt notice a difference.

Windows 7 x64: Intel Core i5 4570 @3.6 Ghz, ATI Radeon HD 7870
Android 4.4.2 (CM11): Samsung Galaxy S3 @ 4x1.6 Ghz CPU, 600Mhz GPU
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04-18-2013, 12:26 PM
Post: #12
RE: 2X SSAA without Buffered Rendering
Well it will get applied only when you have buffered rendering on but I think that phones do not care on the majority of the games because GPU is not the bottlenecking factor but your CPU actually.
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04-18-2013, 01:02 PM (This post was last modified: 04-18-2013 01:05 PM by kevke96.)
Post: #13
RE: 2X SSAA without Buffered Rendering
The problem is that I actually tried every combination of settings I could think of and theres still no effect at all. Is the effect really visible for you?
I tried with v0.7.5-97.
P.S.: I would be grateful if some other people could test this on Android, as this wouldnt be the first problem with the Mali gpu.

Windows 7 x64: Intel Core i5 4570 @3.6 Ghz, ATI Radeon HD 7870
Android 4.4.2 (CM11): Samsung Galaxy S3 @ 4x1.6 Ghz CPU, 600Mhz GPU
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04-18-2013, 01:49 PM
Post: #14
RE: 2X SSAA without Buffered Rendering
My phone's resolution is exactly the double of PSP's native resolution (well almost, 960x540 vs 960x544) so I wouldn't really be able to tell the difference but I think I see it.
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