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NVIDIA Multi-Frame Sampled Anti-Aliasing (MFAA) Performance on GTX 970

Dunno if this has been mentioned but according to the pc per podcast fraps etc won't capture this in images, and they had to use their fcat software to capture it. Its mentioned around the 37 minute mark.

ed: they cut the mfaa discussion into a seperate segment.


Insetting that vs MSAA there is very little difference if any in AA Quality, or the AA Quality (as in the case of Crysis3) is actually worse, while the performance difference is also a bit slight. not Quite as good as 2x MSAA but better than 4x MSAA.
 
Dunno if this has been mentioned but according to the pc per podcast fraps etc won't capture this in images, and they had to use their fcat software to capture it. Its mentioned around the 37 minute mark.

ed: they cut the mfaa discussion into a separate segment.

So people taking screens shots while standing still are showing best case scenario: 4xMSAA equivalent as it may drop down to base 2xMSAA while moving.

Also he mentioned ATI doing it in the past which i used to use myself and he was incorrect about ATI method not being programmable, it was and it also had the same issues of not being compatible with every game and was enabled on a game by game bases which lead them to eventually drop it, it ran from the ATI Radeon X800 to the end of the ATI Radeon x1900.
He said that they both had done it in the past which i was not aware of NV doing it in the past ( i think he is incorrect) and if that was the case they must have dropped it for the same reasons and this is there second crack of the whip.

ATI method required that you hold no less than 60fps Vsync before dropping down to the base AA, it was not determined on movement.
 
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Guys, the colours and lighting will look different because the comparison pics are not rendering the exact same pics. That's why there seems to be light patches in certain scenes, as that is probably where the dynamic lighting effects or particle effects are taking place, and would naturally be different for each scene.

The only thing that can be reliably compared is the level of aliasing and performance. But even then its going to be difficult especially in a game like BF4 where there are so many real time dynamic effects going on.

Honestly, some blatant incompetancy being displayed in this read.
 
That seems like a valid reason for the shadows being different in still shots.
But ATI didn't have the lighting of shadows with there technique in still shots.

The problem is BF4, the lighting is changing all the time and trying to get 2 identical images is nigh on impossible. The game is very good looking and has good lighting and particle effects but none of that makes a difference when you would need to overlay 2 images using MFAA to get to see what is what.

Juding from the shots shown though and the one's I used on a quick Gif, the MFAA still looks top notch but again, pointless really unless 2 frames are overlayed.
 
The problem is BF4, the lighting is changing all the time and trying to get 2 identical images is nigh on impossible. The game is very good looking and has good lighting and particle effects but none of that makes a difference when you would need to overlay 2 images using MFAA to get to see what is what.

Yes its just coincidence that all the MFAA shots all happened to be taken when the shadows are lighter.
 
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