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Nvidia Researching Subpixel Reconstruction Antialiasing

Discussion in 'NVIDIA' started by Regeneration, Jan 28, 2011.

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  1. Regeneration NGOHQ.COM

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    Read more: http://www.ngohq.com/news/19317-nvidia-researching-subpixel-reconstruction-antialiasing.html
     
    Jack Doph and yogurt_21 say thanks.
  2. cheesy999

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    sounds Ok as long as they'll let you use it on an older card - i won't bother buying a new card just for this
     
  3. Red_Machine

    Red_Machine

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    Hmmm. AA in Unreal games, anyone?
     
  4. yogurt_21

    yogurt_21

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    ok wtf, why cqan't they call it something simple why make me stutter all over the place anytime I want to say what aa I'm using? This refers to both mlaa and sbaa

    hopefully they get it going, would be nice to have some semi free aa.
     
  5. LAN_deRf_HA

    LAN_deRf_HA

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    Yay! Their implementation of course will not be totally worthless because you can set it up PER APPLICATION!
     
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  6. Regeneration NGOHQ.COM

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    @LAN_deRf_HA

    Good point!
     
  7. xBruce88x

    xBruce88x

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    Awesome... any ideas on when it'll be ready?
     
    More than 25k PPD
  8. RejZoR

    RejZoR

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    Something i've been enjoying since the last year with MLAA :p

    And how would you call it? MLAA is called Morphologic AA. If you check the Google, you''ll see that Morphologic algorithm is actually the name of the filter used for MLAA.

    As for the SRAA from NVIDIA, it also makes sense. They are attempting to reconstruct the filtered image by using subpixels. Thus the name SRAA. As for the regular Joe's, SRAA will simply mean they'll get smooth edges in Unreal Engine 3 games. That's it.
     
  9. Bjorn_Of_Iceland

    Bjorn_Of_Iceland

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    Hell yeah. No more renaming to UT3.exe everytime just to have AA on a UE3 game :D
     
  10. ViperXTR

    ViperXTR

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    quite interesting, since its a post process similar to MLAA, it would prolly take advantage of nvidia's own CUDA for this (MLAA using direct compute)
     
  11. Mussels

    Mussels Moderprator Staff Member

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