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 ?
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.
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.
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.
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 ?