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Some dude ports FXAA to all DX9 games

May 11, 2009
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If only MSAA was answer for all aliasing problems :)

and about SMAA T2X and others




But You know FXAA blur textures more [AMD MLAA even more] and not everyone has GPU that can handle MSAA well in games, especially when You target 60fps.
Its an option of course, just SMAA is the best one now.

Won't adding MLAA into that bundle just blur shit up?
 

plagiarize

Banned
May 24, 2006
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Can you find an example of what I should be looking for? I did run around for a short while before taking those screenshots as I was trying to find an area with a notable amount of jaggies. Throughout my short travels I didn't notice any shimmering or the like, however I can't be certain since I wasn't on the lookout for it.
you'd see it on edges as you're moving around. like as you approach an edge, it looks 'shimmery' compared to MSAA or SSAA. the blur isn't being performed with respect to the geometry, so the effect isn't consistantly applied to the point where in motion the edges look identical as you approach them.

in screens they look razor sharp, but they move about a bit in motion. hard to explain really.
 
May 11, 2009
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SMAA 1x is heavy modified MLAA and thats what they refering as MLAA there ;p.
More here http://www.iryoku.com/smaa/

Heh, didn't realise Tiago Sousa was working on it with them.

Re: the shimmering effect - See the video in this link to see the difference between the techniques and how they cope with shimmering.

http://www.iryoku.com/smaa/

Pretty impressive when they start releasing the beefier versions.
 

plagiarize

Banned
May 24, 2006
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Heh, didn't realise Tiago Sousa was working on it with them.

Re: the shimmering effect - See the video in this link to see the difference between the techniques and how they cope with shimmering.

http://www.iryoku.com/smaa/

Pretty impressive when they start releasing the beefier versions.

yeah, the T2x solution is much better shimmering wise on edges (though not as good as MSAA), and only 1.3 ms is pretty damn good. interesting to see the T2x solution having LESS shader aliasing and shader shimmering that MSAA at 16x too. that's very promising.

i'm presuming the 1x version in this injector is going to shimmer a lot though.
 

dr_rus

Member
May 3, 2007
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But You know FXAA blur textures more [AMD MLAA even more] and not everyone has GPU that can handle MSAA well in games, especially when You target 60fps.
Its an option of course, just SMAA is the best one now.
But I don't want to blur textures. It's better to use transparency AA plus MSAA and AF for textures then to just blur all of them. FXAA is an option for when no better AA is present or when perfomance with MSAA isn't acceptable. SMAA does look a little bit better, yes.
 

JaseC

gave away the keys to the kingdom.
Jul 30, 2009
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you'd see it on edges as you're moving around. like as you approach an edge, it looks 'shimmery' compared to MSAA or SSAA. the blur isn't being performed with respect to the geometry, so the effect isn't consistantly applied to the point where in motion the edges look identical as you approach them.

in screens they look razor sharp, but they move about a bit in motion. hard to explain really.
Re: the shimmering effect - See the video in this link to see the difference between the techniques and how they cope with shimmering.

http://www.iryoku.com/smaa/

Pretty impressive when they start releasing the beefier versions.

Alright, I'll try to remember to look into it tomorrow later today.

Either 8x MSAA makes a big difference or you need to get your eyes checked as 8x MSAA looks worlds better than those SMAA shots.

I don't understand. How does 8x MSAA being superior negate my opinion that 4x MSAA and SMAA are comparably effective at removing aliasing? I don't bother with anything higher than 4x because aliasing is something I lose track of once I'm actually playing the game. Hell, I didn't even notice the slight SMAA texture blur until after I'd posted the pictures in this thread. :p

Edit: I assume you meant to say 4x where you mention 8x for the second time, in which case refer to just the latter half of my response. And for the record, I'm myopic, so I can see close objects - such as my PC monitor - just fine. ;)
 

Stallion Free

Cock Encumbered
Jan 21, 2009
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I don't understand. How does 8x MSAA being superior negate my opinion that 4x MSAA and SMAA are comparably effective at removing aliasing? I don't bother with anything higher than 4x because aliasing is something I lose track of once I'm actually playing the game. Hell, I didn't even notice the slight SMAA texture blur until after I'd posted the pictures in this thread. :p
What I'm saying is that there are still a ton of jaggies in those SMAA shots that I assume 4x MSAA would handle at least partially as well as 8x MSAA.
 

JaseC

gave away the keys to the kingdom.
Jul 30, 2009
73,799
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Western Australia
What I'm saying is that there are still a ton of jaggies in those SMAA shots that I assume 4x MSAA would handle at least partially as well as 8x MSAA.

Oh, right.

Edit: I don't deny that you're correct, but as I said, aliasing is something I fail to concern myself with while I'm playing a game... at least with 4x MSAA.
 

LiquidMetal14

hide your water-based mammals
Jan 18, 2007
46,805
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I tried it with Skyrim

The dx9 set made my screen have this white coat over it that was transparent. The DX10 one was nothing different. I can't really see what this is doing for this game (SMAA). I noticed a more profound difference just switching to 2xSSAA but it takes 10-40fps from me in certain circumstances.
 

scitek

Member
Aug 23, 2005
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I tried the SMAA injector on Dead Space 2, and I don't think it's working. Is there a way to change the on/off button to something other than Pause so it doesn't pause the game every time? I may actually be able to see a direct difference then.
 

KKRT00

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Feb 13, 2011
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Mindblown :)
TEMPORAL ALGORITHM

The new algorithm makes use of 2x temporal super-sampling for much higher base quality with none of the disadvantages of the prior only spatial FXAA 3.11. Render even frames with a quarter-pixel shift to the upper left and odd frames with a quarter-pixel shift to the lower right

RUN-TIME VARIABLE RESOLUTION RENDERING

Rendered input frame can be either larger or smaller than native resolution. FXAA automatically does the re-sampling for free. Supports any fractional resolution (does not have to be a multiple of native size). Supporting up to ultra-high-quality 4x OGSSAA all the way down to 1/4x native area. Game can dynamically adapt rendering resolution to maintain desired frame rate.


MIX MSAA + OGSSAA + FXAA 2xTSSAA

This version of FXAA is designed to work really well with already filtered input. The new algorithm is based on a pure filtering approach, without any "searching" which would constrain the algorithm to a pixel grid or would cause problems when MSAA "hides edges". Use MSAA or CSAA during normal rendering and just pipe that into the new FXAA. FXAA enables free mixing of variable resolution hardware AA like MSAA, OGSSAA (ordered grid super-sampling), and TSSAA (temporal super-sampling). Game can scale to any quality level.


REALLY DAMN FAST

The current high quality setting uses only 9 texture fetches per pixel. This is the same number of texture fetches taken by FXAA 3.11 Console on PS3. Have not ported the new FXAA to PS3 or 360 yet, but there will be a direct console port!

Assuming texture bound on PC, a mid-range 560 Ti is likely able to process a 1080p frame in around 0.36 ms. Still modifying the algorithm, so don't have final numbers yet.
http://timothylottes.blogspot.com/2011/12/big-fxaa-update-soon.html
 
May 22, 2011
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I've seen that yesterday. It's nice to "know"(?) it's PC-Screenshots-GAF that inspired him to combine SSAA+FXAA.

http://timothylottes.blogspot.com/2011/10/random-aa-thoughts-continued.html

Some users have been figuring out how to mix OGSSAA with FXAA, and the results are really nice. Here is a crop from Alice showing 2x2 OGSSAA with FXAA. See more images on the Neogaf thread where this crop was taken from.

Would be great if games supported this natively as it is trivial to implement. Just allow the user to render the game larger than display resolution, apply FXAA, then down-sample to the display. Would be useful to provide 2x and 4x OGSSAA+FXAA (Nx = N times the screen area), and for the extreme up to 8x OGSSAA+FXAA.

Great AA really changes the visual quality of a game.

In the end he ended up programming it himself.
 
May 22, 2011
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FXAA fans rejoice! http://timothylottes.blogspot.com/2011/12/fxaa-40-will-have-new-spatial-only.html

FXAA 4.0 is still a work in progress. No stills this time, and much of the prior shots would have changed by now. Updates as of this weekend,

(1.) FXAA 4.0 will have a new spatial only algorithm for those who cannot integrate with the temporal filtering. There will be multiple quality/perf levels. The spatial algorithm is part of the temporal algorithm. It contains no searching, supports dynamic output resolution, and works really well mixed with hardware filtering (like MSAA).

(2.) I've come up with a new aliasing detection filter, one that completely eliminates filtering from areas that have no aliasing. As prior this only depends on color input, uses same texture fetches as prior, but now it can be set to filter edges only, and avoid texture detail. This will be on sliders for developers to hand tune. Bottom line, no more loss of detail, as was a common complaint with FXAA 3.11, and no need for a depth based edge detection pass.

(3.) I'm very close to managing to extend both the quality and edge length of the 9-fetch spatial algorithm (same number of texture fetches as FXAA 3.11 Console) to almost match the default medium FXAA 3.11 PC results. Managed this via some very smart limiting of the filter results.
 

KKRT00

Member
Feb 13, 2011
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What is the best, that SMAA developers will examine changes in FXAA 4 and they rewrite their if their will be better, also add features :) and then same will be w Timothy, who will look up at SMAA and change FXAA to be better.
Open Source development ftw.
 

Rodney McKay

Member
Jun 13, 2009
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Most of FXAA 4 new features unfortunately not, but Spatial Algorithm [no blurring one] will work with injector.

Nice. I love using that injector with the Lego games and other stuff I can't seem to force AA in.

How will FXAA 4 work? A seperate program or something?
 
May 22, 2011
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A nice FXAA injector (with additional post-processing effects available) with a GUI: http://www.assembla.com/spaces/fxaa-pp-inject/documents




edit: it's dx9 compatible only (for now).
 

Liquid_Bike

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Dec 20, 2004
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I'm trying get this working but when I launch a game it says dx3dx9_43.dll is missing. I downloaded the dll file and tryed putting it in the game folder but that didn't work. Does any one know how to fix this?
 

Red

Member
Feb 16, 2008
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SMAA seems clearly more impressive than FXAA to me. The low level of blur is what cinches it. What are all those options with the FXAA injector GUI though? Sepia? Technicolor? I know some users here reported using a FXAA injector to change the look of Skyrim, but I didn't pay much attention to that. Does it actually provide additional filter options besides a screen blurring AA?
 

jim-jam bongs

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Dec 5, 2008
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There's no reason to not use it even if you have MSAA on. The additional smoothing within textures alone is worth the slight blurring imo.

Regarding SMAA, it clearly produces less blurring but it also doesn't seem anywhere near as effective as FXAA. Or is that just me?
 

jim-jam bongs

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Dec 5, 2008
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:lol

Okay I expected that, but to be fair Sinatar said the same thing about those AC shots Jase posted. When I take shots with FXAA they have no serious jaggies, but there are two rows of jaggies in those AC shots I can see immediately (the wire at the top and the little ledge on the wall below it). Maybe I have to see it in motion to appreciate it.
 

scitek

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Aug 23, 2005
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:lol

Okay I expected that, but to be fair Sinatar said the same thing about those AC shots Jase posted. When I take shots with FXAA they have no serious jaggies, but there are two rows of jaggies in those AC shots I can see immediately (the wire at the top and the little ledge on the wall below it). Maybe I have to see it in motion to appreciate it.

No, it's probably different from game to game, but with Dead Space 2, for instance, I see far more jaggies with SMAA than FXAA. It is noticeably less blurry, though.

What I can't figure out is how to change the settings to the "Ultra" preset as defined in the file. You copy and paste some text or soemthing, but where?
 

kurtrussell

Banned
Oct 21, 2010
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I tried FXAA out, but it seems to be really bleaching / oversaturating everything.

Are there any sample settings that I can use to get a better looking picture?
 

NBtoaster

Member
Aug 3, 2010
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Can anyone tell me what is the most up to date FXAA injector? A lot of links in this thread and I'm not sure which is the best or latest.