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Better antialiasing ?
06-02-2014, 10:14 AM (This post was last modified: 06-02-2014 12:38 PM by Arborea.)
Post: #1
Better antialiasing ?
Any chance for PPSSPP getting better antialiasing independent from shaders like 8x MSAA/SSAA/CSAA/EQAA/TrSSAA. Plain old 8x MSAA and from post-processing AA 4x SMAA would be great improvement over blurry FXAA.
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06-02-2014, 11:16 AM (This post was last modified: 06-02-2014 11:20 AM by solarmystic.)
Post: #2
RE: Better antialiasing ?
Right now, your only other option is some rough downsampling via the rendering resolution option. Works only with Buffered Rendering.

E.g. On a 1080p screen, set the rendering resolution to 8x for a SSAA effect. Clears up a lot of the jaggies at the cost of reduced performance and increased VRAM usage.

Alternatively, you can force MSAA from your graphics control panel but it'll only work with Non-buffered rendering. This is confirmed to work on both NVIDIA and AMD cards.

PPSSPP Modern Testbed:-
Intel Core i5 4690K @ 4.0 GHz
NVIDIA Geforce GTX 760 2GB GDDR5 VRAM @ 1138/6500 Mhz
16 GB DDR3 RAM @ 1600 MHz
Windows 7 x64 SP1

PPSSPP Ancient Testing Rig:-
Intel Core 2 Duo T9550 @ 2.8GHz
ATI Mobility Radeon 4670 1GB GDDR3 VRAM @ 843/882 MHz
8 GB DDR3 RAM @ 1066 MHz
Windows 7 x64 SP1
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06-02-2014, 12:16 PM (This post was last modified: 06-03-2014 06:04 PM by Arborea.)
Post: #3
RE: Better antialiasing ?
(06-02-2014 11:16 AM)solarmystic Wrote:  Right now, your only other option is some rough downsampling via the rendering resolution option. Works only with Buffered Rendering.

E.g. On a 1080p screen, set the rendering resolution to 8x for a SSAA effect. Clears up a lot of the jaggies at the cost of reduced performance and increased VRAM usage.

Alternatively, you can force MSAA from your graphics control panel but it'll only work with Non-buffered rendering. This is confirmed to work on both NVIDIA and AMD cards.
It works only in non-Buffered mode so you cant use MSAA in combination with shaders and driver forced AA is not reliable in general, MSAA/SMAA built in as option in emulator settings like with some other emulators would be far better. I have high resolution monitor so I dont need to downsample. Higher internal resolution is better than AA alone but higher resolution + MSAA/SMAA/SSAA is better than higher resolution alone. So I hope there will be more advanced antialiasing options in the future.
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06-02-2014, 01:59 PM
Post: #4
RE: Better antialiasing ?
I agree with you completely on the matter, just wondering where you're coming from.

I'm sure this has already been asked for in the feature request thread.

PPSSPP Modern Testbed:-
Intel Core i5 4690K @ 4.0 GHz
NVIDIA Geforce GTX 760 2GB GDDR5 VRAM @ 1138/6500 Mhz
16 GB DDR3 RAM @ 1600 MHz
Windows 7 x64 SP1

PPSSPP Ancient Testing Rig:-
Intel Core 2 Duo T9550 @ 2.8GHz
ATI Mobility Radeon 4670 1GB GDDR3 VRAM @ 843/882 MHz
8 GB DDR3 RAM @ 1066 MHz
Windows 7 x64 SP1
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06-03-2014, 08:11 AM (This post was last modified: 06-03-2014 08:12 AM by Henrik.)
Post: #5
RE: Better antialiasing ?
Adding MSAA would add quite a bit of complexity to our already very complicated framebuffer handling code. Certainly not impossible, it will happen in the future but as our framebuffer code is going through a lot of change at the moment I'm pushing this work forward for now. Unfortunately, proper MSAA support is not just toggling a switch, you have to render to an extra bigger MSAA buffer and "resolve" it down to the original resolution every time a framebuffer is used.
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06-03-2014, 08:19 AM (This post was last modified: 06-14-2014 02:20 PM by Arborea.)
Post: #6
RE: Better antialiasing ?
(06-03-2014 08:11 AM)Henrik Wrote:  Adding MSAA would add quite a bit of complexity to our already very complicated framebuffer handling code. Certainly not impossible, it will happen in the future but as our framebuffer code is going through a lot of change at the moment I'm pushing this work forward for now. Unfortunately, proper MSAA support is not just toggling a switch, you have to render to an extra bigger MSAA buffer and "resolve" it down to the original resolution every time a framebuffer is used.
Thanks for response great that MSAA will happen in the future. What about 4x SMAA its post-processing based but very good unlike other post-processing AA methods does it have difficulties with framebuffer as well ?
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