Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kolgena on December 04, 2011, 12:03:51 pm

Title: SMAA (Alternative to FXAA?)
Post by: Kolgena on December 04, 2011, 12:03:51 pm
So I came across this:
http://www.iryoku.com/smaa/
http://mrhaandi.blogspot.com/p/injectsmaa.html

It seems to be a screenspace AA technique like FXAA that is a little weaker in antialiasing, but results in much less blurring and has less of a performance impact. Right now, it looks like it's purely DX-based though, so it probably can't be easily ported to OpenGL.

Anyways, I'm bringing it up as a point for speculation rather than a feature suggestion. Since FXAA already works so well with FSO, it may be pointless to implement something that may not even work as well to anti-alias the types of aliasing most seen in FS.
Title: Re: SMAA (Alternative to FXAA?)
Post by: qazwsx on December 04, 2011, 05:39:43 pm
One of the last commits "Added GLSL support"
https://github.com/iryoku/smaa/commit/3d99ddae38a98aa98f9bd0a3bdbe4a1a5d03b770
Title: Re: SMAA (Alternative to FXAA?)
Post by: The E on December 04, 2011, 06:38:18 pm
Well, it's something I shall take a look at. If it is faster than fxaa, then using it shall be no problem. That said, it looks to be a somewhat more involved affair compared to fxaa's "here's a shader you need to run once over your frame" approach.
Title: Re: SMAA (Alternative to FXAA?)
Post by: Kolgena on December 04, 2011, 07:44:00 pm
I also came across this a few minutes ago:

http://timothylottes.blogspot.com/2011_12_01_archive.html

May be worth it to see what his FXAA update does before delving into SMAA.
Title: Re: SMAA (Alternative to FXAA?)
Post by: The E on December 05, 2011, 09:51:43 am
Oh, shiny. I hope this update comes out soon.