![]() ![]() If you want good anti-aliasing, don't aim for ultra quality. But it needs a high resolution image for the best result. (high frame scaling or virtual super resolution)įXAA does not get nullified by the shader because it is applied last. The best solution is not using MSAA in GTA V, but bumping up the rendering resolution altogether. Disadvantage of this method is, it draws stuff that will be hidden later. In Forward rendering, the full loop as described above gets applied to each object individually. MSAA doesn't help here, as it was made for forward-rendering engines, which allow transparency.įorward rendering engines have less aliasing.įorward engines apply geometry and shading to each object individually, more detailed, less aliasing, but does not allow for as many lighting sources. The advantage of this technique is, it is light weight and it can handle a lot of light sources.ĭisadvantage is loss of transparency, as there can only be one color per pixel that comes out of the shader. Graphics processing in a deferred engine goes as follows: Geometry for all objects in one pass (wireframes) -> MSAA applied to geometry (if enabled) -> apply textures -> shading (lighting) -> FXAA ![]() Because this game uses a deferred rendering engine, MSAA is sort of ineffective. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |