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-=seany=-

Add FXAA support to OA and Arma3- Many AA bugs fixed

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There is a new AntiAliasing method out by Nividia called FXAA. It is applied in the same way a Post-processed effect is applied to the scene, so it manages to over come many problems of traditional MSAA (such as conflicts with HDR or Transparency Issues). You can read a detailed article on it here: http://www.hardocp.com/article/2011/07/18/nvidias_new_fxaa_antialiasing_technology/1

Bugged OA foliage with In-game AA - Fixed

I have had a ticket on Dev Heaven (http://dev-heaven.net/issues/15668) about problems with AA in OA relating to a bug where in-game AA causes white pixels to appear on Some of the foliage.

Eg http://dev-heaven.net/attachments/9464/MotionExample2a.jpg

This is now fixed using this new AA method.

Transparency AA White outlines on objects - Fixed

There is another issue many users had where you got a white outline around objects when the had smoke behind them.

Eg: http://dev-heaven.net/attachments/13323/takistan-04.jpg

This is now also fixed beacuse of the way this AA works.

Extra performance - Bonus!

I have always found AA in Arma to be quite costly on performance, with even Low or 2xAA causing nearly a 10fps drop. With this AA enabled I loose 3-4 FPS.

How to use it:

This was (and still is) a hidden driver feature that can only be accessed VIA Nvidia Inspector. And even then it, so far, only supports OpenGL. Nvidia do plan DX support eventually. So how do we use it? Well, Some clever bloke on the internetâ„¢ has found a way to apply it to a DirectX game by putting files into the game directory. You can then disable or enable it in game via the Insert key.

Here are the files :

http://hotfile.com/dl/125975700/ef4f3b1/injectFxaa_by_some_dude_9.7z.html Hotkeys are now PAUSE and PRINT SCREEN

http://hotfile.com/dl/125764390/1cef915/injectFxaa_by_some_dude_5.7z.html

http://hotfile.com/dl/125590302/e5f69ee/injectFxaa_by_some_dude_3.7z.htmlSo far the only artifact caused from using it is slightly distorted interface text. Which basically is a non issue.

Please can we get official support for this in Arma II/ OA /Arma III?

If this AA is implemented officially, the Developers can choose things like how strong the AA is and other such parameters. Given how much of a wonder AA this seems to be (with the way it avoid traditional AA problems), it seems like a no brainer for the developers to get this into Arma.

Edited by -=seany=-
updated version of the injector and shader AA

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Not possible for OA. FXAA is a DirectX 11 feature and OA is a DX9 engine.

And it's not so sure that A3 engine based on the current engine will feature full DX11.

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Err what is not possible? Is it really too long to read?

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Err what is not possible? Is it really too long to read?

ArmA 2 is a DX9 game in 32 bit made to run well on WinXP ! FXAA is a DX11 feature!

Is this sentence too long?

This does not look like a "nobrainer" but rather like a request to rewrite A2 into a new engine.

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FXAA is definitely not a DX11 feature.

It's antialiasing algorithm man. Implemented through pixel shaders.

Works in OpenGL too.

I've yet to see any difference when it comes to shader effects in DX9/DX10/DX11 but that's another story.

Edited by metalcraze

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@Beagle: Just because it's part of the SDK 11 doesn't mean it's a DX11 only feature.

From what I read, it's supposed to work on DX9 level hardware.

Lets see what gives once it's openly avaliable.

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so...

1.download .7zip

2.extract into directory with ..\arma2oa.exe or/and ..\expansion\beta\arma2oa.exe

3.press insert key to enable/disable effect.

roger that, seems simple enough

will try, thanks. :D

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Not possible for OA. FXAA is a DirectX 11 feature and OA is a DX9 engine.

And it's not so sure that A3 engine based on the current engine will feature full DX11.

FXAA was designed specifically to work on all modern DX levels. That's one of the major pros of FXAA in the first place. In fact, it even works on consoles.

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ArmA 2 is a DX9 game in 32 bit made to run well on WinXP ! FXAA is a DX11 feature!

Is this sentence too long?

This does not look like a "nobrainer" but rather like a request to rewrite A2 into a new engine.

Well...if you read the entire post you would have seen that I said I have it working in game. So it's kind of odd to tell me that it's a DX11 only feature and it wont work. Or perhaps you feel I may be hallucinating? :t:

Lets see what gives once it's openly avaliable.

It's there in the first post, have a try and see what you think. :m:

Edited by -=seany=-

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OK, I've tested it, for an hour now.

It works, and it works :icon_dj: so far.

Turned off standard anti-aliasing in game, got boost, but no jaggies.

It's hard to believe, even though it's right there...

Free lunch.

'Tis a beeerry good find :yay:

EDIT:

decided to post some screenshots, keep in mind that these are compresed .jpg's:

arma2oa2011080208103500.th.jpg arma2oa2011080208064162.th.jpg arma2oa2011080208064919.th.jpg arma2oa2011080208074532.th.jpg arma2oa2011080208090434.th.jpg

Edited by GROM64
screenshots added

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I tried it out but couldn't stand the way trees look without AToC.

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Haven't tried it yet but the Transparency AA White outlines on objects fix is a winner for me, particularly for my Fire & Smoke addon :D I always see this issue.

*edit*

BTW this might be more use in the ArmA3 forum ;)

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... shall I? ... hmm ... why not :)

why stop at FXAA v1 ? let's use FXAA v3.11!

http://timothylottes.blogspot.com/2011/07/fixed-few-typos-in-fxaa-311.html

note: FXAA is shader based post-processing AA (like MLAA) it can be used/injected into any shader game

including DirectX 9.x games

http://www.forum-3dcenter.org/vbulletin/showthread.php?t=510658

and i already seen it used in OpenGL (4.x not sure about 3.x) games (opensource Freespace 2)

http://www.hard-light.net/forums/index.php?topic=76145.0

ever heard of SRAA?

http://research.nvidia.com/publication/subpixel-reconstruction-antialiasing

also there are AA techniques from Humus ...

GBAA

http://www.humus.name/index.php?page=3D&ID=87

GPAA

http://www.humus.name/index.php?page=3D&ID=86

http://www.humus.name/index.php?ID=341

anyway i think discussion is more aimed on ARMA 3 than ARMA 2: OA

Edited by Dwarden

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... shall I? ... hmm ... why not :)

why stop at FXAA v1 ? let's use FXAA v3.11!

Can you post a direct shader link? Cannot find the download source.

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anyway i think discussion is more aimed on ARMA 3 than ARMA 2: OA

He want that FXAA for ArmA 2 OA to fix those AA lines

anyway those other AA methods need dx10/11

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Can you post a direct shader link? Cannot find the download source.

direct link to new beta v4 of the shader

from readme:

beta version 4! directx 9, x86 only! may be incompatible with any other form of antialiasing! can be combined with downsampling!

Install: Put all files into the directory containing the game executable.

Uninstall: Remove the files.

Keys:

Insert : Enable/Disable FXAA

Del : Screenshot

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you wanted to post version 5.7 right? :) [...]

How the hell did I miss that ?

I'd swear it wasn't there, couple of minutes ago.

Thanks D. :)

omg, have to wait 30 minutes, before it lets me download again.

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If it really saves performance - can we get it into ArmA2OA, say, in betas?

I can see no harm in getting some more FPS while also getting a better image quality ;)

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If it really saves performance - can we get it into ArmA2OA, say, in betas?

I can see no harm in getting some more FPS while also getting a better image quality ;)

As it's technology outside of any BIS product, I should say the use of it is entirely up to the user, like driver versions.

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Yes but you can't use AToC with it currently.

And I guess BIS could've optimized it for their game - because f.e. currently it also blurs text a bit and you can't alt+tab back and forth with it just as fast as you are greeted with a "receiving" screen every time you alt+tab back.

Like when you are working in the editor and checking scripting references externally.

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Can use run this with xp64? Tried v4 and it did not work... Very sad...

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... shall I? ... hmm ... why not :)

why stop at FXAA v1 ? let's use FXAA v3.11!

http://timothylottes.blogspot.com/2011/07/fixed-few-typos-in-fxaa-311.html

note: FXAA is shader based post-processing AA (like MLAA) it can be used/injected into any shader game

including DirectX 9.x games

http://www.forum-3dcenter.org/vbulletin/showthread.php?t=510658

and i already seen it used in OpenGL (4.x not sure about 3.x) games (opensource Freespace 2)

http://www.hard-light.net/forums/index.php?topic=76145.0

ever heard of SRAA?

http://research.nvidia.com/publication/subpixel-reconstruction-antialiasing

also there are AA techniques from Humus ...

GBAA

http://www.humus.name/index.php?page=3D&ID=87

GPAA

http://www.humus.name/index.php?page=3D&ID=86

http://www.humus.name/index.php?ID=341

anyway i think discussion is more aimed on ARMA 3 than ARMA 2: OA

Great,

FXAA is a very very simple technique to implement in the game's graphic pipeline, I think that masters of Arma2 DevTeam would not have problems to do this lovely request!!

The actual AA modes in Arma2 are very very heavy in game, I need to switch off all times to play with good fps ( I have a GTX470 and C2Q@OC ).

Best Regard

Ps. Sorry, my English is not enough!!

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Yes but you can't use AToC with it currently.

How do you mean? I had AToC=7 and was still seeing the effect. TBH though, it has about as much effect as 4xMSAA (what I believe to be the "Normal" AA setting in-game).

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Did you have antialiasing turned on in the game?

Because from my understanding AToC works just like the rest of AA in the meaning that it renders several frames for the final picture so AToC can't work if "conventional" AA is not used.

FXAA is a postprocessing shader effect which does not render multiple frames. It does blur the image somewhat so it may be mistaken for AToC

@Dwarden

GBAA also seems to be a nice AA without as much blurring as FXAA - can we test that in OA too if it can be done in the engine?

I think it will be a nice idea to test these algorithms now so that the best one will be implemented as a part of AA3

Edited by metalcraze

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