TEMPORAL ANTI-ALIASING like this would be awesome in Elite Dangerous.

NVidia seems to be touting MSGAA (G for Geometry buffer) as the new hotness for deferred rendering at the moment, showcasing the latest update to Eve:Valkyrie as an example.

Let's see what the boffins makes of its pros and cons. :7

Thanks for the tip! Rep++

It took a fair bit of Googling to get some actual details on the new AA method. Here's a link: http://research.nvidia.com/sites/de...ffer-Anti-Aliasing/AGAA_I3D2015_Final_Web.pdf

TL;DR: It looks really good, but there are some serious limitations as to when it can be used. The biggest is that MSGAA requires a GTX 1070, 1080, or 1080 Ti graphics card. That excludes many NVidia and all AMD users. It also requires that the materials must be "unified", that is, no custom shaders for different materials, like skin, water, or hair and all shading inputs must be "filterable" (whatever that means in this context).

Primarily, this is a way to reduce memory usage (compared to supersampling) and is a speed up, by determining which samples contribute the most towards the "fragments" (sub-pixels). In the examples shown, NVidia is only using 2-samples-per-pixel along geometric boundaries (edges) which visually compares favorably to 8-samples-per-pixel supersampling. It's 54% faster.

It looks like this is simpler to implement than Temporal AA, but both techniques require changes to the rendering pipeline. The video card limitations mean it's unlikely that FD will implement this technique any time soon.
 
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Since there are many fine lines, like orbital lines, in Elite, I doubt that anything other than temporal antialiasing would remove the 'dashed lines'. And instead of having Nvidia specific AA, I would much rather have forward+ rendering to enable MSAA.
 
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Since there are many fine lines, like orbital lines, in Elite, I doubt that anything other than temporal antialiasing would remove the 'dashed lines'. And instead of having Nvidia specific AA, I would much rather have forward+ rendering to enable MSAA.

Actually, I think stuff like orbital lines is drawn in a post-rendering pass. (That is, those lines not drawn as part of the 3D object rendering, which would make it very hard to get a consistent line width - The line would need to be thicker (in 3D space) when it's farther away.) That means that neither Temporal AA or MSGAA would have any effect. You'd need to use a super-sampling technique to smooth those lines.
 
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Just booted up No Man's Sky to see what the 1.3 is all about. NMS uses TAA as AA and it looks awesome, you hardly notice the jaggies.

Wish that FD would implement this in ED - it would make a huge difference in the overall graphics experience and especially in VR I think.
 
I don't think that's actually possible, but I'd love to be proven wrong. TAA requires knowledge of the high-level objects over the course of several frames.

True, temporal antialiasing requires specific game implementation and can't be used in a generic way. I asked if ReShade could store information from previous frames as it is doing that with its motion blur shader, but no, the motion blur only stores color information and cannot be used to store object or vertex information.
 
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Ive been harping on about the inferior AA since the Alpha days. An nvidia inspector custom Flag with forced 4xMSAA+ 4xSGSSAA would do a fantastic job.

The poor selection of custom DX11 AA bits in the driver, then probably not.
This is the reason, we started the DX11 AA petition about 4 years ago (but still no official word from NVIDIA ):
https://forums.geforce.com/default/...for-directx-11-anti-aliasing-driver-profiles/

It all depends on how advanced the DX11 engine used in Elite Dangerous is.
You could try your luck with something like "0x80000F71", "0x80000F72" or "0x80000211".
Just remember you have to enter this in the "Antialiasing compatibility (DX1x)" field in your Inspector profile.
But most likely this will just lead to some sort of graphics corruption, since the current NVIDIA drivers lack the functionality to force AA in modern engines with complex lighting and postprocessing.
 
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I can't make it to FX17.

Could someone corner a Dev with screens of Doom's TSSAA or Horizon: Zero Dawn's 4k checkboarding solution and beg them in the most pathetic way to implement something similar during S3. :)
 
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Im just here to amplify the wish for better AA in Elite Dangerous :D
So if any Developer happens to read this, PLEEEASE MAKE IT HAPPEN!!
 
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