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Can someone explain AA modes to me?

Man of Honour
Joined
21 Nov 2004
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46,674
There are too many options these days!

Currently playing the new assassins creed on a 7990. I have the options of fxaa, msaa, eqaa etc. Apart from framerate, i honestly cant notice a difference. That probably answers my question, but it bothers me that i might be missing something.

Can someone explain the difference between them?
 
There are too many options these days!

Currently playing the new assassins creed on a 7990. I have the options of fxaa, msaa, eqaa etc. Apart from framerate, i honestly cant notice a difference. That probably answers my question, but it bothers me that i might be missing something.

Can someone explain the difference between them?

What driver are you using mate? Is crossfire actually working on that title?
 
What driver are you using mate? Is crossfire actually working on that title?

13.11 beta I think it is. Both cores are being utilised equally, so it looks like it is working. I don't think they have released any optimised driver or profile for it yet though?

FXAA caps out at 60fps with all settings turned up. Maximum eqaa gives between 30-55, depending on the scene.

It is a very cpu heavy game, but only seems to use one core.
 
Recent post on reddit, covers most of them

There are 2 basic ways to achieve Anti-Aliasing:
Increase the sample rate (used e.g. in MSAA, SSAA and custom modes like EQAA and CSAA)
Blur the edges/contrasts (used e.g. in MLAA, FXAA and SMAA), also called Post-AA or Post-Processing.
The simplest way to increase the sample rate is called FSAA(Full Screen AA), SSAA(Super Sampling AA)1 or Downsampling2. In this case, an increased amount of samples are used and the color of each Pixel is calculated using the values of the samples inside it. This results in Pixels that have a mixture of the colors that are actually inside it.
This is arguably the best form of AA: textures get sharper because of the higher sample rate, the Aliasing is greatly reduced and the image is very still. Usually, there should be no blur either. The disadvantage of this mode is the performance needed: its the greatest of all AA modes and only enthusiast rigs, often with mutliple GPUs have the power to use this mode in modern games.
1the right name for this method is OGSSAA aka ordered grid super sampling AA. other method like SGSSAA or RGSSAA dont samples ordered alongside the axes
2Downsampling works slightly different and is more of trick when SSAA doesnt work: the whole frame is rendered in a higher resolution and then downfiltered.
MSAA (Multi Sampling AA) reduces the performance needed compared to SSAA. MSAA detects the edges of polygons and only increases the number of samples there.
The main advantage is that it offeres AA that does not blur and uses less performance than SSAA. the disadvantages are that some deferred-rendering engines (like UE3 and most other PS360-era engines) have problems using MSAA and often have subpar results. It also doesnt stop the aliasing of alpha-textures. Some methods like alpha-to-coverage can help smooth alpha textures using MSAA.
edit: The technical explenation of MSAA was a simplification. A more in-depth explanation can be read here. thanks to /u/fb39ca4 for the english source.
EQAA(Enhanced Quality AA) and CSAA(Coverage Sample AA) try to increase the quality of MSAA. The actual way it does it (increasing the number of coverage-samples while the number of color/depth/stencil-samples remain the same) is complicated, a detailed explenaition can be found here.
MLAA(Morphological AA) and FXAA(Fast Aproximate AA) are post AA modes that use blur filters. First, it detects contrasts ("edges") in the frame and then blurres it along the gradient.
This results in higly reduces visible "jaggies" that also coveres alpha-texturs, but it also blurs everything, including textures. It is also the cheapest form of AA and often used in console version of games.
Personally I dont really like this mode of AA. If you want cheap AA, look at SMAA.
SMAA is an AA mode based on the Post-AA blur filter of MLAA (and FXAA). The alisasing "detection" is upgraded and is closer to the detection used in MSAA then the detection used in MLAA and FXAA. The result is that SMAA still remains very cheap, still smoothes alpha-tectures and still greatly reduces the visible "jaggies", but doesnt blur the image as much.
Personally I think this is one of the best AA modes available. Forcing a slight form of SMAA via driver or tools like RadeonPro or nVidia Inspector combined with traditional MSAA/SSAA will resilt in one of the best results possible.
TXAA(Temporal AA) is a very complex form of AA. It is not a post-AA altough it still blurs because of the downsampling method used. The information we have is also vague, so I would like to stop commenting on the technical side here.
The imlementation of TXAA varies from game to game and version to version of TXAA, so a general statement is hardly possible. What can be said is that it a) uses much more performance than FXAA, MLAA and SMAA, b) the reducement of "jaggies" is one of the best of all AA modes and c) everything blurs.
Because it often blures much more than MLAA or FXAA it is ihmo not that great of a mode. If the sampling rate used internally for TXAA is upgraded to SSAA (it is based on MSAA) the result can be quite good, but it needs a **** ton of additional performance most rigs dont have. If used on very high resolulutions (4K or higher), it might be acceptable too. Overall a mode that might be more usefull in the future and/or in some special games and/or after some adjustments.
 
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13.11 beta I think it is. Both cores are being utilised equally, so it looks like it is working. I don't think they have released any optimised driver or profile for it yet though?

FXAA caps out at 60fps with all settings turned up. Maximum eqaa gives between 30-55, depending on the scene.

It is a very cpu heavy game, but only seems to use one core.

Oh its a Ubisoft game? Lol, good reason for me to avoid it then. :p

One cpu core, really? In this day and age? Shocking.

Are you using 13.11 beta 9.5? Can you take a guess at the crossfire scaling?
 
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MLAA : Post processing AA
FXAA : Post processing AA, fatser than MLAA, simillar quality
TAA : temporal - time axis AA (others are all space axis)

SMAA 1x : improved MLAA, better quality, faster speed, slightly slower than FXAA
SMAA S2x : SMAA 1x + MSAA 2x
SMAA T2x : SMAA 1x + TAA 2x
SMAA 4x : SMAA 1x + MSAA 2x + TAA 2x

TXAA 2x : Blurring Filter + MSAA 2x + TAA 2x
TXAA 4x : Blurring Filter + MSAA 4x + TAA 2x

SMAA 1x : slightly blurring
SMAA 4x : slightly blurring, solves subpixel problem
FXAA : blurring
TXAA : heavy blurring, solves subpixel problem
 
I find AA to be really subjective. FXAA is no good in my opinion while it manages to achieve some results but it adds blur in. MSAA is my personal fav combined with GPU down-sampling (DS while technically Not AA achieves the best results, and will always look better thanks to the properties of down sampling). TXAA looks nice but only crops up in a handful of games and is Nvidia only i believe.


The "best" AA is probably SMAA but many games require you to use an injector like SweetFX

If you want great looking games and have a decent GPU check out down sampling
http://forums.guru3d.com/showthread.php?t=346325 it depends on a few factors but I will never go back now, combined DS with MSAA and suddenly things look beautiful!
 
FXAA is over used at the moment, especially in BF4. Have to turn it down to make it look better... rather than a horrible blurry mess.
Hopefully there will soon be a traditional style AA that is light on the performance hit. Like a better MSAA.
 
FXAA is over used at the moment, especially in BF4. Have to turn it down to make it look better...
Hopefully there will soon be a traditional style AA that is light on the performance hit. Like a better MSAA.

I believe thats called SMAA via RadeonPro. :)
 
Lots of useful info here, thanks :)

Going to move away from fxaa, didn't realise it blurred the image. Guess i need to look more closely!

At least i understand more about them now.

Oh its a Ubisoft game? Lol, good reason for me to avoid it then. :p

One cpu core, really? In this day and age? Shocking.

Are you using 13.11 beta 9.5? Can you take a guess at the crossfire scaling?

Yep, beta 9.5. No idea how well it is scaling.

I have read that it performs better with a dual core cpu and that a quad core makes no difference. I haven't seen it use more than one core though! Such a beautiful game though.
 
I hate FXAA with a passion I mostly have to use something like SweetFX to get the AA I want, I'm a firm believer in down-sampling with MSAA getting rid of FXAA in my every day gaming there is no other combo that works better for image quality (For me! AA IS Subjective)
 
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