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Did RaD just killed Aliasing in The Order 1886 ?

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MSAA did a great job at cleaning up geometry, and a post process filter with a temporal component killed it dead. Like TXAA.

But just like TXAA, the resulting image is a bit soft.

I personally don't mind the softness, and I raved about AC3's TXAA implementation. Until you see a game running without any aliasing or aliasing artifacts, you just don't know how profound a difference it makes to immersion.
 
When you drench your game in motion blur, depth of field and film grain, you had better brutalize the shit out of aliasing.
 
Is it really? I'm surprised by that.

forward rendering is on a comeback. if you are interested in the technicalities you can look up forward+ rendering. I wouldn't really call it forward rendering though since you still do stuff like z-depth pre pass, you are still deferring some stages of the rendering. Tiled deferred or cluster rendering is other terms I've heard for the same technique. I think this is what RAD uses, but I have no source on it.
 
forward rendering is on a comeback. if you are interested in the technicalities you can look up forward+ rendering. I wouldn't really call it forward rendering though since you still do stuff like z-depth pre pass, you are still deferring some stages of the rendering. Tiled deferred or cluster rendering is other terms I've heard for the same technique. I think this is what RAD uses, but I have no source on it.

What other major upcoming titles use forward rendering? The Order is an outlier if anything.
 
Tiled deferred or cluster rendering is other terms I've heard for the same technique. I think this is what RAD uses, but I have no source on it.

They mentioned tiled forward at their siggraph presentation. Clustered forward is a different method that does not require the depth pre-pass.
 
forward rendering is on a comeback. if you are interested in the technicalities you can look up forward+ rendering. I wouldn't really call it forward rendering though since you still do stuff like z-depth pre pass, you are still deferring some stages of the rendering. Tiled deferred or cluster rendering is other terms I've heard for the same technique. I think this is what RAD uses, but I have no source on it.
Here you go.
Crafting Next-Gen Material Pipeline for The Order: 1886.
What other major upcoming titles use forward rendering? The Order is an outlier if anything.
Ryse used a Hybrid of Tiled Deferred and for some things Forward+.
http://www.crytek.com/download/2014_03_25_CRYENGINE_GDC_Schultz.pdf

There is quite bit of research on tiled/clustered forward/deferred etc methods.
IE. Linked list lighting from Imsomniac, Clustered shading from Avalanche and so on.
 
Some of you played The Order 1886, did you noticed that this game has no any aliasing ?
I'm very impressed with their visuals work, what they are using for killing aliasing ?

Anti-Aliasing
Fog filter
Motion blur
Film grain
800p rendering

it's like checking out ugly chicks with beer goggles on.
 
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