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13 Anti Aliasing Methods in CryENGINE-3

The document discusses the complexities and performance costs associated with various graphics rendering techniques across different gaming platforms, highlighting the limitations of current generation technology. It outlines specific buffer configurations for Xbox 360, PS3, and PC, as well as techniques for achieving cinematic effects and addressing issues like ghosting. The text emphasizes the need for optimization and potential workarounds in rendering processes to improve performance and visual quality.

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Alex Pachon
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0% found this document useful (0 votes)
7 views

13 Anti Aliasing Methods in CryENGINE-3

The document discusses the complexities and performance costs associated with various graphics rendering techniques across different gaming platforms, highlighting the limitations of current generation technology. It outlines specific buffer configurations for Xbox 360, PS3, and PC, as well as techniques for achieving cinematic effects and addressing issues like ghosting. The text emphasizes the need for optimization and potential workarounds in rendering processes to improve performance and visual quality.

Uploaded by

Alex Pachon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Multitude of workarounds and added complexity
Each platform with its own solution, workarounds and optimizations
Performance cost

For current Gen, situation doens’t look promising...

Minimal G‐Buffer
RGBA8 World Space BF Normals + Glossiness
Readback Z24S8 Depth + Stencil for tagging interior areas
Deferred lighting buffers
Xbox 360: 2x RGB10F resolved to RGB10A2 for performance/memory
PS3: 2x RGBA8 encoded in RGBK
PC: 2x FP16
Scene buffer
X360: RGB10F resolved to FP16 for performance
PS3: RGBA8 encoded in RGBK for opaque, FP16 for transparents
PC: FP16

X360: 28 MB; PS3: 31.5MB; PC: 49 MB at 720p, 110 MB at 1080p and so on.

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Increasingly popularity since Crysis 1 and KZ2
Aproximated as directional blur along screen space velocity vector
Delta from prev/cur screen space position, per‐pixel or per vertex

Added bonus: Great cinematic look

User for all platforms

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Alternatively, the usual approach of rendering higher resolution and downscale

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Used in few older 60 fps games (DMC4?) , but who was first?

And even at 60 fps, still noticeable ghosting

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Strafing is the worst case, we’ll use if for images

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Disable accumulation if ||V|| > 0?
Very rare the case when player not moving
And we still want AA during camera movement
Weighting using color ?
Sub‐pixel/hi frequency detail results in noticeable schimering
Reprojection range clamping ? (used for Crysis 2)
Pixel weight proportional to reprojection limit
Eg: fBlendW = saturate( 1 ‐ (fVLen / fVMaxLen) )
Coarse Depth stored in sub‐sample buffer alpha channel
Mask out if fVLen > fMaxVThreshold and fCurrD > fPrevD
8 bit insufficient to cover large range, limited to nearby

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Missing pretty pictures

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If time allows

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