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30°

NVIDIA Developing Subpixel Reconstruction Antialiasing to Compete with MLAA

NVIDIA is developing its own antialiasing (AA) technology to rival morphological antialiasing (MLAA). The subpixel reconstruction antialiasing (SRAA) NVIDIA is currently conducting research on aims to provide better image quality with minimal performance penalty. It "combines single-pixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost," as NVIDIA puts it in its research abstract. SRAA is suited for rendering engines that don't use multisample antialiasing (MSAA) since they use deferred shading. For such renderers, SRAA works as a post-processing layer, just like MLAA.

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techpowerup.com
Pandamobile5573d ago

Neat. I wonder what kind of quality difference there is between SRAA and MLAA.

WildArmed5573d ago

At this point I don't even understand MLAA...
What does all this mumbo jumbo do? D:

ATiElite5573d ago (Edited 5573d ago )

MSAA and MLAA are to different types of AA (Anti-Ailising) the software that eliminates "Zaggies"

MLAA is a way to get rid of "Zaggies" just like MSAA but MLAA does it without hurting FPS as much as MSAA does.

I prefer MSAA because it has edge detection and it just does it better and sharper. MLAA is evolving very nicely but sometimes objects get blurred cause to me, in my opinion is that MLAA just blurs the edges to eliminate Zaggies while MSAA actually uses edge detection to smooth them out. Now don't get me wrong MLAA is good but I notice more blur in MLAA than MSAA. The PS3 uses MLAA where as the 360 uses up to 4x MSAA.

The best thing to do is use 4xAA and MLAA together for a really good picture or if your GPU has the horse power just use 8x MSAA. AMD HD6000 cards have MLAA and you can turn it on or off or use it with MSAA.

hopes this helps

WildArmed5573d ago

+bubs 4 helpful-ness

Thanks, that helps alot.
I never understood the difference between the types of AAs, but that makes alot more sense.
Now I understand how they used MLAA in GoW3.
hmm, my vid card is just a HD4600s. Seems like I'll need to upgrade in the upcoming future to see these techs in practice.

Thanks again for the detailed reply!

Pandamobile5573d ago

It's "jaggy", btw.

Jagged lines.

geodood5572d ago

The PS3's use of MLAA is very different to the MLAA usable with ATI cards, though.

40°

Veteran artist behind Mass Effect, Halo, and Overwatch 2 weighs in on Nvidia DLSS 5

Darryl Linington from Notebookchect.net writes, "The backlash around Nvidia’s AI push and DLSS 5 has opened a broader question in game development. Beyond performance and image quality, veteran artists are now weighing what AI-driven rendering means for authorship and visual control. If a system can add or reinterpret detail after the fact, the issue is no longer just technical. It becomes a question of how much of the final image still belongs to the people who built it."

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notebookcheck.net
50°

NVIDIA DLSS 4.5 Frame Gen 5x & 6x Come to RTX 50 Series GPUs + Dynamic Multi Frame Gen

The latest GeForce driver introduces DLSS 4.5 Multi Frame Generation 5x and 6x alongside Dynamic Multi Frame Generation to RTX 50-series GPUs. The former increases the number of interpolated frames to 4 and 5 (between every two rendered frames), further reducing reliance on the CPU.

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pcoptimizedsettings.com
blacktiger33d ago

Big corp bowing down to another big corp is nothing more than helping each other. But try any games it doesn't work

Smellsforfree32d ago

I don't mind frame gen but only use it if I'm already >70fps without it. It is kinda nice but if I see any visual artifacts I will turn it off. Whenever I'm playing games on my 120Hz LG C3 I will almost never use it because frame rates >120fps look really bad. I think spatial super sampling is a far more interesting and beneficial tech than frame gen. Boosting 30fps to 60fps with framegen is just garbage.

SimpleDad32d ago

Tvs were doing this 15 years ago with their telenovela effect... Idk how anyone can play with this on.

There is definitely input lag there and artifacts.

CornholioX32d ago

It's commercial how they show it. Typical any company does that.

Goodguy0132d ago (Edited 32d ago )

Frame gen just has too much latency and visual glitches for me, don't think I can ever use it for most games. I'd compare with it on and off and it's a world of difference in the feel. I need the very least input lag in my gaming. Companies should rely on actual optimization. As for potato hardware, I suppose it could have it's use.

40°

Is the AI Push in AAA Gaming Giving Indie Developers A Golden Ticket?

WTMG's Jordan Hawes: "With the advent of NVIDIA's DLSS 5 tools, and the whole debacle surrounding AI usage in AAA gaming, is this new push an opportunity for smaller studios to showcase they are the ones vouching for artistic integrity in the gaming industry?"

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waytoomany.games
Obelisk9243d ago

They already are. Indie studios are the only developers that constantly strive to publish innovative and experimental experiences. There has been little to no art in AAA gaming, with just a few exceptions.

Yi-Long43d ago

Indie-studios have been showcasing their creative superiority and bravery over AAA-studios/releases for a while now.

Personally. I have zero interest in AI slop in any of my entertainment, so regardless of what Sony, Ubisoft, MS, EA, etc believe the future is, I'm just not gonna touch any of that stuff.

blacktiger42d ago

Everything you said but for me MS is always the problem.

isarai_lee43d ago

One more thing in a long list of things that already give indie Games an advantage

Miacosa43d ago (Edited 43d ago )

In reality a dev having a simplistic tech statck does not really impact the end user experience. If the game is good and worth playing is what matters. In other words some cooks make care if 2 or 3 eggs were used to make a cake but the person eating it doesn't. And in the case of DLSS 5 the chef is soley responsible for the recipe and how its mixed together.