HL2 to support post-process Anti Aliasing?

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Just wondering... after soft modding my radeon 9500 NP i get artifacting whenever AA is enabled, however, post-process AA works. So i was just wondering if anyone knew if half life 2 had post-process AA support.
 
Can someone explain this "post-process" AA, I've never hear of this.
 
Originally posted by Ender01
Can someone explain this "post-process" AA, I've never hear of this.

Post process?

Before process?

Pre AA?

Meh, just a guess, I've never heard of it either.
 
How do you post process an image on a screen? I've heard of this before, but I have no idea what it is or how it works. Do you apply AA to the finished framebuffer? That would seem kinda bad, since at that point, you can no longer tell what's an edge and what isn't, and so everything would be all blurry.
 
Originally posted by Apos
How do you post process an image on a screen? I've heard of this before, but I have no idea what it is or how it works. Do you apply AA to the finished framebuffer? That would seem kinda bad, since at that point, you can no longer tell what's an edge and what isn't, and so everything would be all blurry.

Nah - can't it just smooth neighboring pixels with color differentiation values that are beyond a certain preset constant threshold?
 
Post-process effect which anti-aliases pixel-connected features in an image by high resolution sub-sampling, while ‘propagating' further anti-aliasing between pixels only where necessary. Speed is maximized automatically by super-sampling only on those areas requiring such anti-aliasing.

that's all I could find for it, but why super-sampling?
 
...because ordinary sampling is just... ordinary.

Seriously - yeah that's more or less what I thought about post-processing. I wrote a demo app that does a similar effect.
 
Originally posted by Apos
How do you post process an image on a screen? I've heard of this before, but I have no idea what it is or how it works. Do you apply AA to the finished framebuffer? That would seem kinda bad, since at that point, you can no longer tell what's an edge and what isn't, and so everything would be all blurry.
I'm not sure... But the ways it work is different. Either normal FSAA just do it on the entire screen and post process does it only on the lines, or it was the opposite. I do remember reading its a DX9 supported feature though. Maybe this is what they meant with improved AA... I thought it was the centroid sampling. I aint got time to research rage3d.com though, I know I saw a post about it there, somewhere its sure to explain it detail and english :)
 
...because ordinary sampling is just... ordinary.

Seriously - yeah that's more or less what I thought about post-processing. I wrote a demo app that does a similar effect.


yeah, but supersampling is pretty crappy, very slow at least... why not use multisampling on a rotated grid? would be faster?
 
ah, sorry for not responding earlier. thanks for all the responses =)
im not quite sure what the definition of post process AA is... but if any of you guys have 3D mark 03, theres and option for post process AA and it gives kinda a depth of field perspective and it makes things look REALLY nice. however, i know that theres no way to turn it on unless its supported in-game.
 
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