Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: DaBrain on October 28, 2010, 05:25:44 pm

Title: PP (Bloom) and MLAA
Post by: DaBrain on October 28, 2010, 05:25:44 pm
I bought a Full-HD TFT and was surprised about how much better the bloom looks at a higher resolution. Even the issue of not being able to use Anti-Aliasing anymore isn't all that bad now.


I was wondering about the new Morphologial Anti-Aliasing, the Radeon 5000* and 6000 series support now.
Since it's a post filtering technique, I thought it might still work even with post processing enabled in FSO.

(http://i53.tinypic.com/2zrniwx.jpg)


Can anybody confirm that or explain why it should/shouldn't work?



*Only via driver hack
Title: Re: PP (Bloom) and MLAA
Post by: The E on October 28, 2010, 05:31:57 pm
plz2use non-sucky imagehost

Also, any technique that requires bleeding-edge hardware is non-optimal.
Title: Re: PP (Bloom) and MLAA
Post by: sigtau on October 28, 2010, 05:41:51 pm
Still, an optional PP shader to fill in for now would be ... doable.
Title: Re: PP (Bloom) and MLAA
Post by: DaBrain on October 28, 2010, 05:42:33 pm
Ok the picture should work now.


Of course solution for as many users as possible would be better, but MLAA can be forced in the driver settings, so it might be a solution for a few users we get right now and for free.



Anyway I was more interested in the technical aspect anyway.



Edit: Nevermind... looks like the OGL extension is not in the drivers yet.
Title: Re: PP (Bloom) and MLAA
Post by: Nemesis6 on October 28, 2010, 06:26:36 pm
Didn't this supposedly mess with hud elements a little bit? Check out an article on it here: http://www.eurogamer.net/articles/digitalfoundry-saboteur-aa-blog-entry
Title: Re: PP (Bloom) and MLAA
Post by: Fury on October 29, 2010, 12:07:56 am
I was pondering whether an implementation where you choose your set of shaders like you do mods or lighting settings would be viable?

In other words, you have default shaders with no anti-aliasing. Then you have shaders with 2x, 4x and 8x AA (is 8x really needed though?). To choose shaders like you do mods, you use -sdr argument like you would use -mod.

Of course, for FSO to detect default shaders without additional arguments, you'd need to decide how to name the default shaders. Then you can use whatever other shaders people provide with -sdr argument.

As for AA implementation in shaders, little googling seems to provide few examples in the first three pages of search results.
Title: Re: PP (Bloom) and MLAA
Post by: Reprobator on October 29, 2010, 01:31:11 am
cli are cool, but quite complicated for a lambda user, adding a new shader menu in the launchers would be nice too!
 
Title: Re: PP (Bloom) and MLAA
Post by: Fury on October 29, 2010, 03:13:08 am
Before you can have a GUI selection, the GUI (in the case a launcher) needs a way to pass user selections to executable. In this case, the -sdr argument, just like -mod.

I'm sure SCP coders are already more than well aware of these, but I'll post them anyway.

http://developer.download.nvidia.com/SDK/9.5/Samples/samples.html#AntiAliasingWithPostProcessing
Quote
This example demonstrates how to combine post-processing effects with multisample antialiasing in OpenGL
The page also has other OpenGL examples.

Then I also stumbled upon this: http://www.cnblogs.com/eric720/archive/2008/01/12/1036480.html
No idea if it is any good though.