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Forums - Sony Discussion - Frostbite Tech Director: “PS4 C++ Toolchain Is Superb;” SMAA T2X Attempted On PS4 BF4 but Was too Costly

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DonFerrari said:
globalisateur said:
DonFerrari said:
Better have no AA than blurry messy shittyA. Let it keep evolving.


Yes. yes and yes. But developers are afraid of 10% of people complaining about "I can see the jaggies". 

So they just wreck completely their game by adding a big vaseline filter.

 

But you know, not all developers do that. Some really care about image quality hopefully because they understand that clarity and sharpness is really important in gaming.

I would rather have they putting that resource on better texture, better models, better fps or leave it unitilized than to lazy AA to have a mark on a checklist. Sony could use that 3,5Gb of reserved RAM and make a standard AA decent so shitty devs don't make a worst game because it's cool to have AA.



You still don't understand. What's the point of using 10% better resolution on textures and 10% more polygons on the models if those are destroyed (yes destroyed) by the FXAA? Those GPU ressources are not seen by the gamers because those details are wrecked and transformed into a blur by the FXAA (or other blurring methods like motion blur or Qincunx or TXAA).

By its nature, FXAA will blur any high constrasts between sub-pixels. The problem is that high resolution textures and high polygoned models mean high constrasts between pixels. in fact FXAA will barely touch the low resolution textures, kinda ironic.

FXAA is a bad AA solution period. The more the game is detailed, the more FXAA will wreck/blur it.

Anyway it's normal most people don't understand this reasoning. Most developers, which are working very hard, and are smarter than most people, still don't understand it.



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globalisateur said:
DonFerrari said:
globalisateur said:
DonFerrari said:
Better have no AA than blurry messy shittyA. Let it keep evolving.


Yes. yes and yes. But developers are afraid of 10% of people complaining about "I can see the jaggies". 

So they just wreck completely their game by adding a big vaseline filter.

 

But you know, not all developers do that. Some really care about image quality hopefully because they understand that clarity and sharpness is really important in gaming.

I would rather have they putting that resource on better texture, better models, better fps or leave it unitilized than to lazy AA to have a mark on a checklist. Sony could use that 3,5Gb of reserved RAM and make a standard AA decent so shitty devs don't make a worst game because it's cool to have AA.



You still don't understand. What's the point of using 10% better resolution on textures and 10% more polygons on the models if those are destroyed (yes destroyed) by the FXAA? Those GPU ressources are not seen by the gamers because those details are wrecked and transformed into a blur by the FXAA (or other blurring methods like motion blur or Qincunx or TXAA).

By its nature, FXAA will blur any high constrasts between sub-pixels. The problem is that high resolution textures and high polygoned models mean high constrasts between pixels. in fact FXAA will barely touch the low resolution textures, kinda ironic.

FXAA is a bad AA solution period. The more the game is detailed, the more FXAA will wreck/blur it.

Anyway it's normal most people don't understand this reasoning. Most developers, which are working very hard, and are smarter than most people, still don't understand it.


You seem to not understand what I said... I said I prefer they DON'T use AA and use that % available of computacional power to improve texture, models or even leave it there, don't touch, just don't use it for AA.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

Shaunaka said:
EEJLND said:

Killzone's AA was really not that great, but far more worse and distracting were the not that rare massive texture pop-ins from quite rough to high-res textures. That was disappointing to me.

 - well, you know what - even the worst games ever had fans, so there you go.

You must be a fan of Ride to Hell: Retribution then, because clearly nobody else on this planet is.



DucksUnlimited said:
Shaunaka said:
EEJLND said:

Killzone's AA was really not that great, but far more worse and distracting were the not that rare massive texture pop-ins from quite rough to high-res textures. That was disappointing to me.

 - well, you know what - even the worst games ever had fans, so there you go.

You must be a fan of Ride to Hell: Retribution then, because clearly nobody else on this planet is.


Haha =D

Of course I didn't mean it 100% literally. But I think my point is obvious right?

I wonder how KZ would have been received had it been 3rd party...



I would rather have they putting that resource on better texture, better models, better fps or leave it unitilized than to lazy AA to have a mark on a checklist. Sony could use that 3,5Gb of reserved RAM and make a standard AA decent so shitty devs don't make a worst game because it's cool to have AA.



 


You seem to not understand what I said... I said I prefer they DON'T use AA and use that % available of computacional power to improve texture, models or even leave it there, don't touch, just don't use it for AA.

Sorry, well yes you are right of course then!

But it would never happen because people would complain: "I can see the jaggies"



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globalisateur said:

I would rather have they putting that resource on better texture, better models, better fps or leave it unitilized than to lazy AA to have a mark on a checklist. Sony could use that 3,5Gb of reserved RAM and make a standard AA decent so shitty devs don't make a worst game because it's cool to have AA.



 


You seem to not understand what I said... I said I prefer they DON'T use AA and use that % available of computacional power to improve texture, models or even leave it there, don't touch, just don't use it for AA.

Sorry, well yes you are right of course then!

But it would never happen because people would complain: "I can see the jaggies"

I can't see through the blurriness





duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."