@asilentprotagonist said:
@korwin said:
It also turns out that the guy running the benchmarks is now running 4xMSAA, also a higher framerate impact option. Unfortunately the only other option is FXAA, they've removed SMAA support which they had in 4 (although SMAA in 4 was busted in Windows 8.1 because they used an old version).
What is the difference between MSAA and FXAA? What look's better and performances better?
MSAA = Multisampling. It's was introduced as a higher performance option to be used instead Super Sampling, it's still reasonably resource intensive however. It's essentially method of analysing the each triangle in a frame and then sampling the surrounding pixels (either 2, 4, 8 or even 16 times if your feeling saucy). Those samples are then used to soften/blend the edges of geometry to reduce visible aliasing, the more samples you take the better the results but the higher the performance impact (both from a compute stand point and a GPU memory standpoint).
The downfall of course being that standard multi-sampling doesn't perform passes on things on top of meshes (textures, normals) or on shader effects. This can be worked around by introducing Transparency MSAA which allows you to perform similar actions on things like textures, but it sucks up more grunt. A lot of people still tend to prefer this kind of AA however because it's generally believed to provide better image quality.
FXAA - Fast Approximate Anti Aliasing. FXAA along with a lot of other modern shader based solutions (SMAA, MLAA) is a post processing shader that is applied to the what is essentially the final rendered scene. The shader analyses each frame as it comes in and find's what it determines to be the edges of all objects in a scene, at this point it applies a blur filter to all detected edges. Due to the nature of how this is performed FXAA is basically "free" since the post process is quick and of minimal complexity, also as it is performed on the fly it's memory footprint is almost non existent (at most you might loose 1 or 2 fps). Additionally as the post process is applied to the whole scene it has the advantage of being able to detect and anti-alias everything, geometry, textures, normals and specular's and shader effects without additional overhead.
The downside of FXAA however is what most people people will identify as a blurry image with a loss of texture detail. Developers can do additional work to reduce the over all loss in quality in things like details and text however it's never perfect. Due to the damage to fine details that often occurs by running FXAA a lot of people tend to prefer leaving this disabled and instead put up with aliasing. However the quality and advantages of FXAA increase substantially at ultra high resolutions (4K for example). At ultra high resolutions (with textures to match) that make use of standard aspect ratios (triple head doesn't really count here) the sheer size of the image means that the actual edges in the scene are painted on a much larger canvas, subsequently the impact to fine details in the image start to disappear as it's less likely that said small details will be crushed out by the blur filter.
TL:DR - MSAA costs a lot more but looks nicer at more common resolutions, FXAA is quick and covers everything however it can look like Vaseline on a camera lense at lower/common resolutions.
Additional: SMAA is where it's at, it performs much like FXAA but doesn't take to your fine details with a sledge hammer, it's a happy medium between the two.
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