![]() Unless you have two R9 Fury-class GPUs in CrossFire, you won’t be able to achieve acceptable framerate without greatly reducing the visual details. In most cases, this method is best avoided.Īnother question is: Is SSAA going to kill my computer? Yes, SSAA is PAINFULLY slow and suitable only for high-end rigs. Some games allow MSAA and post-process anti-aliasing combinations that work pretty well, but the performance hit that accompanies MSAA is not made up for by the image quality gained. Although MSAA was for years the most commonly used anti-aliasing technique, it’s without a doubt inferior to other methods. The foliage transparency in Battlefield, Call of Duty, Rainbow Six or Splinter Cell just doesn’t look good, and it gets even worse during real gameplay. Of course there remain games- Grid, for one-that are MSAA-friendly, but the majority are not. Let’s begin with: Is MSAA still the way to go? Well, yes and no. Now that you’re familiar with our performance results and image quality comparison, it’s time to answer some questions. There are also “injectors” that enable these techniques in games that don’t support post-process anti-aliasing natively.ĪDATA XPG Dazzle 16 GB DDR4 2800 MHz CL 12-14-14-28-1T Some of the notable examples are CMAA in Grid: Autosport, AAA (heavily modified FXAA to eliminate blurring) in Metro: Last Light, and T-AA in Rainbow Six: Siege. Game developers tend to implement their own post-process anti-aliasing algorithms as well. Another commonly used technique is SMAA, which usually provides better quality than FXAA while getting around, or at least reducing, the blur effect. For example, FXAA is known to make the image look a bit blurry, obviously to the chagrine of some players. Image quality can vary from one algorithm to another. They are all shader-based and cause little to no performance drop, which is their most important advantage. If you want to learn something more about MSAA, take a look here.īy far the most interesting group of anti-aliasing techniques, these algorithms perform their duties during scene post-processing, after the rendering process. It simply can’t deal with transparencies, a fact that is clearly visible in most modern games. The main drawback of MSAA is the lower image quality it produces. This is why MSAA is so much faster than SSAA. SSAAx4 means a single pixel requires four samples, but with MSAAx4 some samples can be split between adjacent pixels, thus freeing up computational power. ![]() For example, if there is a group of pixels of similar colors, not every single one needs to be analyzed entirely-and that’s what boosts performance. Thanks to that, further optimizations can be performed to share samples between different pixels. The boost was achieved by sampling two or more adjacent pixels together, instead of rendering the entire scene at a very high resolution. Performance-wise, MSAA is a major improvement over SSAA. By the way, you may find it useful to know that SSAA used to be referred to as FSAA (Full-scene anti-aliasing). Generally speaking, SSAA provides exceptional image quality, but the performance hit is major here because the scene is rendered at a very high resolution. This can improve anti-aliasing quality significantly in most cases. Rotated grid is a bit more sophisticated, as the sample pattern is rotated to keep samples from aligning. The first pattern splits each pixel into several sub-pixels and uses samples from each sub-pixel’s centre to produce the output. There are quite a few downsampling patterns available, grid and rotated grid being two that are commonly used in games. The oldest method, and also the most primitive, supersampling renders the scene at a much higher resolution than the one displayed and down-samples the image using multiple samples to produce each pixel. First, though, let’s have a look at each technique. In this guide we are going to compare the most popular anti-aliasing methods used in modern games and tell you which ones to use in typical scenarios and which to avoid. The effectiveness and performance drop vary from one algorithm to another so it’s quite easy to get a little bit confused. ![]() So there are a number of anti-aliasing techniques available to eliminate the problem, or at least make it far less visible. Unwanted “jaggies” tend to distract players, make the game look shoddy and lower overall gameplay satisfaction. Tweet Aliasing is without a doubt one of gamers’ worst nightmares. ![]()
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