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walkingdog
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加入日期: Dec 2002
文章: 3,258
Profile應是nhancer或driver對某遊戲的設定檔,
不能開aa應該和deferred rendering有關,
deferred rendering可以讓遊戲中的光影更加流轉自然,
但恐會影響aa之運行,
國外有網友貼圖,使用forced aa但畫質改善有限,
只是鋸齒變得比較柔和而已
http://www.gtaforums.com/index.php?showtopic=382988

我用gothic3來實驗,
gothic3原本也不能開aa,但patch1.72版可以開啟edge smoothing模式,
用這個抗鋸齒模式可以和deferred rendering共存,
但仔細看,有些地方改善了,有些地方鋸齒仍舊存在,
這情況似乎和crysis一樣







較新的遊戲一旦用上deferred shading,
全套的aa恐怕難以實現,底下是wiki對此的說明
http://en.wikipedia.org/wiki/Deferred_shading
Another rather important disadvantage is, that due to separating the lighting stage from the geometric stage, hardware anti alias does not produce correct results any more: although the first pass used when rendering the basic properties (diffuse, normal etc.) can use anti alias, it's not until full lighting has been applied that anti alias is needed. One of the usual techniques to overcome this limitation is using edge detection on the final image and then applying blur over the edges.

因為deferred shading把光源和幾何圖形分開處理,
硬體的aa無法產生正確的結果,
解決的方法是使用edge detection的反鋸齒模式,
並在邊緣處模糊化處理,結果就如同上面的gothic3一樣…
 
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舊 2009-09-02, 11:44 PM #42
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