miDnIghtEr20C
Banned
Oh man. My buddy Onslaught X is going to have some splaining to do now. Hope he's ok with this. Some of my buddies had such problems with Ryse choosing the way they chose.
They only thing we know for sure is that we don't know.
Maybe they could have gone with 1080p and 4xMSAA and keep a stable 30fps but they decided not to.
Maybe using 4xMSAA at 1080p meant having 25fps all the time.
We don't know. People need to stop trying to pass what they think as the truth.
I think it's fairly reasonable to assume 4xMSAA at 1080p would come with a hefty performance cost. Maybe you don't. And that's okay. But ball park performances from other games tend to support the former than the latter.
Let's not pretend that a bunch of vertical scrolling shmups doesn't already operate at that kind of aspect ratio. But no, I mean that could not have possibly be a design decision.i want to make a survival game with a 9:16 screen ratio so it's like a survivor is filming it on an iphone
I've got a problem with the giant black bars displayed. Not with the FOV. Is that so hard to understand for some of you here?
Seems like it. I was just poking fun at the developers saying it isn't a performance issue by comparing what mediocre hardware affords them rather than what could be done with higher specs.
Not sure what the outcry is for, I thought the dev clearly admitted the (perf) cost for doing MSAA at the full resolution ..
1080p 4*MSAA maybe, but I suppose they could pull of 1080p with 2*MSAAI think it's fairly reasonable to assume 4xMSAA at 1080p would come with a hefty performance cost. Maybe you don't. And that's okay. But ball park performances from other games tend to support the former than the latter. I mean it already does with at x800. So it's hard to argue against this to be honest.
Roughly 25% of the screen is going to be black pixels. I would call that "giant" yes.
Let's not pretend that a bunch of vertical scrolling shmups doesn't already operate at that kind of aspect ratio. But no, I mean that could not have possibly be a design decision.
Black bars isn't going to work for every game.i do think that from now on instead of dropping to 900p developers should just go to 1920x800, since you get 1:1 pixel mapping out of it.
They only thing we know for sure is that we don't know.
Maybe they could have gone with 1080p and 4xMSAA and keep a stable 30fps but they decided not to.
Maybe using 4xMSAA at 1080p meant having 25fps all the time.
One thing we know is that they're using a Forward+ engine, so MSAA is less demanding than if they were to use a deferred one.
We don't know. People need to stop trying to pass what they think as the truth.
You should probably check out the game when you have a chance. I can tell that AA is there even when not moving, it's not completely absent. If the jitter is something relatively basic and well documented, people working on this AA solution would know about it.From what you're saying, it's exactly that.
Shifting your sample points by (±1/4, ∓1/4)pixel for odd/even frames and using the previous frame for anti-aliasing has the exact same effect as 2xSGSSAA for still images, but without the big framerate hit.
Not jittering your sample points means that for still images, consecutive samples are identical, negating any anti-aliasing effect. In any case care must taken to avoid ghosting, i.e false afterimages during movement.
More info: http://www.neogaf.com/forum/showthread.php?t=757355
Maybe they should drop 4xMSAA to get 60FPS.
Black bars isn't going to work for every game.
Being a third person shooter, I don't think it will be an issue, especially if the game is HUDless.
I think it's fairly reasonable to assume 4xMSAA at 1080p would come with a hefty performance cost. Maybe you don't. And that's okay. But ball park performances from other games tend to support the former than the latter. I mean it already does with at x800. So it's hard to argue against this to be honest.
Maybe they should drop 4xMSAA to get 60FPS.
Just a reminder of how the game will look with the black bars. Bare in mind, RAD have said the visuals have since been improved.
Just a reminder of how the game will look with the black bars. Bare in mind, RAD have said the visuals have since been improved.
Aiming?Man this game looks aiming and those are old pics.
Just a reminder of how the game will look with the black bars. Bare in mind, RAD have said the visuals have since been improved.
I do indeed think that 4xMSAA at 1080p would cost more than 1920*800 with 4xMSAA. Saying otherwise would be idiotic.
But, as I said, they're using a new kind of engine, let alone a self-developed one, so comparing it to other engines it's not really accurate.
4xMSAA is not eating 30fps alone.
Anecdotal but when I play games on PC, 4xMSAA halves the framerate.
This was especially the case with Battlefield 3/4.Quite. Deferred rendering engines absolutely tank when MSAA is introduced.
That is just plain wrong.You can't get the FOV that they're looking for without either introducing black bars, or insisting that their audience all buy screens that are 2.35:1 ratio.
This shot in particular makes me think "Wow."
This was especially the case with Battlefield 3/4.
This shot in particular makes me think "Wow."
Wait, No multiaplayer?
I'd rather have 1080p and no AA. Black bars suck.
No AA?Wait, No multiaplayer?
I'd rather have 1080p and no AA. Black bars suck.
My point was just mischievous more than anything.
But I don't see why people keep misrepresenting what I'm saying.
If they like 4xMSAA, then why don't they apply it at 1920x1080? They can't because of performance issue, isn't it?
No AA?
Wait, No multiaplayer?
I'd rather have 1080p and no AA. Black bars suck.
It's funny. The game in it's current state would probably look cleaner than in 1080p with no AA.
Just a reminder of how the game will look with the black bars. Bare in mind, RAD have said the visuals have since been improved.
Wait, No multiaplayer?
I'd rather have 1080p and no AA. Black bars suck.
.AA development is an ongoing process, and this is just another component that needs to be addressed when using TAA.If the jitter is something relatively basic and well documented, people working on this AA solution would know about it.
Now, Crytek have improved their TAA algorithm, and used them to great effect in Ryse (SMAA 1Tx)DF said: