27.10.2010., 10:20
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#476
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P.E.B.K.A.C.
Datum registracije: Jan 2007
Lokacija: Zagreb
Postovi: 2,304
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Zanimljivo (ukoliko vec nije postana vijest): http://www.eurogamer.net/articles/di...360-pc-article
Citiraj:
Sony's morphological anti-aliasing (MLAA) tech as seen in the phenomenal God of War III. Last week, AMD has released its own GPU-based MLAA implementation for PC and other developers are working on GPU solutions for Xbox 360. MLAA is going cross-platform.
Available now for the new Radeon HD 68x0 series of graphics cards (though available to 58x0 owners too via an unofficial hack), AMD's tech has received plenty of plaudits from the PC tech blogs, garnering particular praise for its excellent edge-smoothing capabilities along with the relatively unnoticeable impact on frame-rates. In good conditions MLAA can match the quality of 8x multi-sampling anti-aliasing (MSAA) but requires far less in the way of system resources. On the PS3, Sony's MLAA is parallelised over five SPUs and takes around 4ms of processing time - freeing up precious RSX resources.
AMD's solution has much in common with Sony's, but is fundamentally different in many ways. The fact that the God of War III MLAA operates on SPU has some very specific advantages - the Cell's satellite processors are far more flexible in terms of how they can be programmed, leading some to believe that GPU implementations will struggle to match the quality level.
More obvious to the end user, AMD's approach is a post-process filter that works through the entire completed frame, including the HUD and any on-screen text. This results in exactly the same kind of artifacting on text as seen with The Saboteur on PS3. As the MLAA algorithm works on the whole screen, it simply doesn't know the difference between a genuine edge and text, resulting in a noticeable impact to quality, along with occasional dot-crawl on HUD elements.
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Zadnje izmijenjeno od: Gjurovski. 27.10.2010. u 10:34.
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