Welcome, Guest.
Username: Password: Remember me

TOPIC: FXAA Supersampled for better quality?

FXAA Supersampled for better quality? 4 months 3 weeks ago #1

Hi, I'm new.

I stumbled on this Marty McFlys post reshade.me/forum/shader-discussion/599-fxaa-ultra-quality#5153 from this forum whilst searching for the best AA solutions. Is it really possible to do this? I tried multiplying buffer_width and height by 2 in reshade.fxh, but it doesn't seem to do anything. Maybe it's simply not making any sense and that's why it doesn't work? Anyone?


Thanks in advance.
The administrator has disabled public write access.

FXAA Supersampled for better quality? 4 months 3 weeks ago #2

Yeah... That didn't really work out. SMAA is better and faster.
The administrator has disabled public write access.

FXAA Supersampled for better quality? 4 months 3 weeks ago #3

Marty McFly wrote:
Yeah... That didn't really work out. SMAA is better and faster.
Hey Marty, thanks for your answer! Can SMAA be "downsampled" or the idea of downsampling AA shaders is just moot?
Last Edit: 4 months 3 weeks ago by Compact.
The administrator has disabled public write access.

FXAA Supersampled for better quality? 4 months 3 weeks ago #4

It can, but I think this'll make the result worse. SEE, FXAA just blurs the image where it's jaggy, SMAA tries to detect geometry edges and guesses how the geometry looked like (let's say you have 4 pixels shaped like an L in tetris, this suggests that the underlying geometry has some sort of \ line). It then modifies the pixel colors to give a perfect representation of that guessed geometry. If SMAA detects a 1 pixel wide line (for example a wire or something), the result is 100% accurate anti aliasing, just as if you ran 4x Downsampling. Raising the internal render resolution spreads each pixel into a 2x2 block so SMAA won't detect these edges anymore.
The administrator has disabled public write access.
The following user(s) said Thank You: JBeckman

FXAA Supersampled for better quality? 4 months 3 weeks ago #5

Interesting, there is some comments in the SMAA source file (.fxh) that goes into shader downsampling but I was unaware it could lead to worse results, that's good to know about. :)

Shame T2X isn't possible but for a generic shader injection ReShade has improved a lot since the early versions in several other areas and some things just aren't as feasible without game specific support.

And FXAA is just a blur, that certainly explains why people find it smoother looking and why it's sometimes preferred when running downsampling either through the game or through the GPU or similar software. (And why it's also so fast though still a fairly OK early post-process AA method.)
The administrator has disabled public write access.

FXAA Supersampled for better quality? 4 months 3 weeks ago #6

Marty McFly wrote:
It can, but I think this'll make the result worse. SEE, FXAA just blurs the image where it's jaggy, SMAA tries to detect geometry edges and guesses how the geometry looked like (let's say you have 4 pixels shaped like an L in tetris, this suggests that the underlying geometry has some sort of \ line). It then modifies the pixel colors to give a perfect representation of that guessed geometry. If SMAA detects a 1 pixel wide line (for example a wire or something), the result is 100% accurate anti aliasing, just as if you ran 4x Downsampling. Raising the internal render resolution spreads each pixel into a 2x2 block so SMAA won't detect these edges anymore.

Ok, thanks for clarifying this.
The administrator has disabled public write access.

FXAA Supersampled for better quality? 4 months 1 week ago #7

Thanks for clarifying this, I myself have been really wondering this, too.

What is your recommended settings for a non-shimmering experience, Marty? Because SMAA flickers a lot no matter what I do.

One more thing, what kind of SMAA is Batman Arkham Knight use? That thing is stronger than any post processing AA I have ever seen.
The administrator has disabled public write access.