?brain_stew said:Basically, if you play games with the 3D effect enabled, then no 3DS games will have anti aliasing.
Yes... I am that thick headed.
?brain_stew said:Basically, if you play games with the 3D effect enabled, then no 3DS games will have anti aliasing.
Booooo!brain_stew said:Basically, if you play games with the 3D effect enabled, then no 3DS games will have anti aliasing. Jittered samples producing a supersampling effect is something Nintendo could do to enable free antialiasing in 2D mode and we already have evidence suggesting this is precisely what they are doing. Unlike traditional MSAA that you see in PS3/360 games, this mean it will be applied to the whole image and thus it should look fantastic, but ofcourse, no 3D depth.
If you play with 3D enabled you will get jaggies.Boney said:?
Yes... I am that thick headed.
Fair trade-off I say.Ignis Fatuus said:Booooo!
If you play with 3D enabled you will get jaggies.
GoldenEye 007 said:What is the difference between that and full scene anti-aliasing?
sad faceIgnis Fatuus said:Booooo!
If you play with 3D enabled you will get jaggies.
Jaggies should actually be less prominent because of the way you're viewing the image.Ignis Fatuus said:Booooo!
If you play with 3D enabled you will get jaggies.
Thunder Monkey said:Jaggies should actually be less prominent because of the way you're viewing the image.
markot said:I hate jaggies >_<
Wouldn't the tiny screen help diminish the obviousness of the jaggies? Especially since you have hold the thing a certain distance from your face for the 3D to work.markot said:No one mentioned jaggies from the demos though >.<
Branduil said:I don't think jaggies will be as big of a deal in 3D mode, your brain is blending two unique images so even in 3D mode it will basically be like 2x supersampling.
Ezduo said:Wouldn't the tiny screen help diminish the obviousness of the jaggies?
PSP have a problem with jaggies?brain_stew said:PSP says hi.
Crewnh said:Well I don't care about this 3D stuff, so yay AA.
True but you're still getting double the samples of the same objects. Can anyone who's actually used the 3DS chime in on if they noticed lots of aliasing?brain_stew said:They're two different images though. Supersampling through jittered samples doesn't work like that, it has to be based on the same image.
Yes. Pretty big one imo.Ezduo said:PSP have a problem with jaggies?
Oh yeah. 2D sprite games look ok but practically none of the rest have AA. And of course you have the dithering and poor texture filtering.Ezduo said:PSP have a problem with jaggies?
Assuming nothing else costs money, they sure would.Snakeyes said:I really hope Nintendo is not planning to sell this over $200. They would be making close to 50% profit at launch. :|
Well, CG level of graphics implies no AA.Branduil said:True but you're still getting double the samples of the same objects. Can anyone who's actually used the 3DS chime in on if they noticed lots of aliasing?
Ezduo said:PSP have a problem with jaggies?
Snakeyes said:I really hope Nintendo is not planning to sell this over $200. They would be making close to 50% profit at launch. :|
This would help the discussion.Branduil said:True but you're still getting double the samples of the same objects. Can anyone who's actually used the 3DS chime in on if they noticed lots of aliasing?
Good point! Nintendo 3DS is using the world's most poweful computer, the brain, to process the game's AA . Clever of them.Branduil said:I don't think jaggies will be as big of a deal in 3D mode, your brain is blending two unique images so even in 3D mode it will basically be like 2x supersampling.
Gahiggidy said:Good point! Nintendo 3DS is using the world's most poweful computer, the brain, to process the game's AA . Clever of them.
Some will I'm sure.Jon of the Wired said:So, I've flipped through the publicly available information and this looks like a nice little chip. Without knowing the clockspeed and number of pipelines in the 3DS implementation of the PICA200 it's impossible to say anything about the pure pixel/vertex pushing power of the chip, but from the E3 demos it doesn't look like there's much problem there.
The chip basically implements all of the most common uses of programmable shaders in fixed-function hardware, which is a clever move for a mobile chip and should allow the 3DS to produce graphics that look surprisingly close to what you find on a current gen console. However, my big concern is that this is going to result in an even more extreme version of the UE3 effect. The overwhelming majority of the effects the PICA200 implements in hardware are dedicated to approximating realistic lighting, reflections, and shadows. Which is great if you want a realistic looking game, but largely useless if you want to go for a more stylized art style, or really anything outside the typical look of modern computer graphics.
Just as UE3 games are often accused of all looking the same, I'm worried that the ease of use and performance of the PICA200's effects will lead almost all devs to strive for a very realistic look, since that's what the hardware's good at. Doing anything else will mean shifting all the work to the CPU and leaving most of the PICA's fancy hardware completely idle. Depending on the bidirectional bus speed between the GPU and CPU doing any kind of fancy software shading may not even be practical.
I don't think that will necessarily be a problem, there's not really any style in which being able to use normal maps is bad. We can already see both Mario Kart and Star Fox are using shaders and they still look nothing like RE or MGS.Jon of the Wired said:So, I've flipped through the publicly available information and this looks like a nice little chip. Without knowing the clockspeed and number of pipelines in the 3DS implementation of the PICA200 it's impossible to say anything about the pure pixel/vertex pushing power of the chip, but from the E3 demos it doesn't look like there's much problem there.
The chip basically implements all of the most common uses of programmable shaders in fixed-function hardware, which is a clever move for a mobile chip and should allow the 3DS to produce graphics that look surprisingly close to what you find on a current gen console. However, my big concern is that this is going to result in an even more extreme version of the UE3 effect. The overwhelming majority of the effects the PICA200 implements in hardware are dedicated to approximating realistic lighting, reflections, and shadows. Which is great if you want a realistic looking game, but largely useless if you want to go for a more stylized art style, or really anything outside the typical look of modern computer graphics.
Just as UE3 games are often accused of all looking the same, I'm worried that the ease of use and performance of the PICA200's effects will lead almost all devs to strive for a very realistic look, since that's what the hardware's good at. Doing anything else will mean shifting all the work to the CPU and leaving most of the PICA's fancy hardware completely idle. Depending on the bidirectional bus speed between the GPU and CPU doing any kind of fancy software shading may not even be practical.
Technosteve said:it's most likely an Arm processor like in the DS for the CPU.
I don't think anyone was really questioning that one.brain_stew said:No doubt about it tbh.
viciouskillersquirrel said:How does the "free" supersampling in 2D mode work to remove aliasing from the image, exactly? I mean mathematically.
I've been reading the whole thread and this is the only part I even vaguely understand.
What about the RAM?Thunder Monkey said:I don't think anyone was really questioning that one.
The graphics processor was where the real mystery was at.
The problem I have with that is that it means no high-res mode,brain_stew said:It should work very similar to how Gran Turismo on PSP does it, which is explained here:
http://forum.beyond3d.com/showpost.php?p=1345145&postcount=38
Instead of alternating frames, it'll be alternating pixels that are blended togethe to provide 2 samples for each edge. Note this anti aliases the whole image, not just the polygon edges.
Thunder Monkey said:I don't think anyone was really questioning that one.
The graphics processor was where the real mystery was at.
Lonely1 said:What about the RAM?
That is pretty clever and should work quite well.brain_stew said:It should work very similar to how Gran Turismo on PSP does it, which is explained here:
http://forum.beyond3d.com/showpost.php?p=1345145&postcount=38
Instead of alternating frames, it'll be alternating pixels that are blended togethe to provide 2 samples for each edge. Note this anti aliases the whole image, not just the polygon edges.
I sure hope so. Other than the SNES Nintendo has always been stingy with RAM, but since single-chip 64MB exists it'd be foolish to go with 32MB or less.brain_stew said:Judging by the screenshot's we've got (and "common sense" with regards to the direction of other SOCs), I'd say there's at least 64MB in there, we've seen some really nice texturing already. We know some of that is dedicated to the GPU as well.
Is that similar to Quincunx?brain_stew said:It should work very similar to how Gran Turismo on PSP does it, which is explained here:
http://forum.beyond3d.com/showpost.php?p=1345145&postcount=38
Instead of alternating frames, it'll be alternating pixels that are blended togethe to provide 2 samples for each edge. Note this anti aliases the whole image, not just the polygon edges.