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-=seany=-

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

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i never use AA in arma2 so i can get better frame rates. this sounds interesting - but is it only for nvidia cards?

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I tested the DLL filter in my PC with arma2, heavy with low fps... =( The FXAA's adjust is generic , not ideal for a ARMA, and glitchs on the characters fonts.

Best Regards

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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.

Ah, I understand what you meant now. I misinterpreted you to mean that if you have AToC enabled the FXAA won't work at all. :o

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I am liking the way this looks and performs a lot. The "corruption" on the text is barely noticeable. There's a bit of weirdness when looking at far-off things (like they're not quite being anti-aliased properly) but overall I actually think this looks better than Normal AA in ArmA2 OA.

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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

GBAA same as GPAA can be used only DX10+ (authors targeted API versions)

btw. FXAA may be possible add as PP effect addon to OA too ...

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XP64... anyone got it to work?

From experience, getting anything to work on XP64 is like a miracle in itself. :cool:

Honestly I would not use XP64 for gaming...or anything else, for that matter.

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I don't see a reason why xp64 shouldn't work. The only problem with 64 bit is compatibility with 64 bit games. Although, XP and Vista/& drivers are different so I guess its possible that nvidia don't have this option for XP. They have done such things before.

There's a bit of weirdness when looking at far-off things (like they're not quite being anti-aliased properly) but overall I actually think this looks better than Normal AA in ArmA2 OA.

I noticed this too. Hopefully later versions or figuring out how to tweak the files may fix this.

... 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

Thanks for the links, interesting stuff.

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Wow this is very interesting. Thank you seany and dwarden for all the informations and links.

This inside ArmA as PP effect (and maybe before the HUD elements get rendered) would be great! :D

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I don't see a reason why xp64 shouldn't work. The only problem with 64 bit is compatibility with 64 bit games. Although, XP and Vista/& drivers are different so I guess its possible that nvidia don't have this option for XP. They have done such things before.

The problem is that XP64 sort of ended up being the "red-headed stepchild," and despite being one of the first 64-bit OSes, there was very little driver/application support for it. I've used it personally and I had a lot of problems with it. Would never consider using it again for really any purpose...Vista and 7 are perfectly fine for the 64-bit realm.

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Version 6 out.

[some dude]

Thank you for the info about "The Last Remnant". I fixed the incompatibility and maybe it fixes other games as well.

I also improved d3d10 compatibility a little.

http://hotfile.com/dl/125853856/6607130/injectFxaa_by_some_dude_6.7z.html

I have no DirectX 11 hardware, however I tried to just "blindly" write some code so you guys can test it. Try to use the files from the d3d10 folder with a d3d11 game and just tell me what happens.

http://www.forum-3dcenter.org/vbulletin/showthread.php?p=8868120#post8868120

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Wow nice thx for this!!!

Sad it works not with the beta.

Are you sure? Did you copy the files into the beta executable folder?

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Same here. Or it starts, fine in menu, loaded editor placed unit, previewed, crash. But it works great without beta.

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Same here. Or it starts, fine in menu, loaded editor placed unit, previewed, crash. But it works great without beta.

Bigmorgan said he put the files in the expansions/beta folder and the root arma 2 folder and it worked for him.

Didn't try myself, only tried without beta.

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Works for me and I'm always running latest betas.

Only little problem i have, is that when i use (Del) key in the editor,

it takes screenshot for me, and i didn't find a way to reassign FXAA control keys.

menufbm.th.png a101.th.png

Edited by GROM64

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Works for me and I'm always running latest betas.

Only little problem i have, is that when i use (Del) key in the editor,

it takes screenshot for me, and i didn't find a way to reassign FXAA control keys.

Probably the only option would be to re-assign the keys in ArmA?

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Minor changes in d3d9 mode, no changes in d3d10 (due to no bugreports with small demos and my lack of d3d11 hardware).

Additionally I gave Anarki_Hunter's suggestion some attention.

Beta 7 gives you the possibility to add a sharpening pass in DirectX 9 prior to fxaa execution.

The readme contains how.

http://hotfile.com/dl/125884644/6d01...dude_7.7z.html

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[some dude]

Sorry guys, I tried to consider all the different game engines I encountered so far and sometimes a new version creates and breaks compatibilities at the same time.

However, I think to have found a good solution for the "darkness" problem which also fixes Crysis 1 -dx9 (Thanks Ronny145). From how I expect GTA4's engine to work, it also may fix the lights.

http://hotfile.com/dl/125887302/d5a49f2/injectFxaa_by_some_dude_8.7z.html

http://www.forum-3dcenter.org/vbulletin/showthread.php?p=8869098#post8869098

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As i have to wait 30 minutes before it lets me download beta8,

I have some beta 7 pictures to comapre.

Btw. it looks, that when running beta, you might have to have, files copied to

both main and beta directory. To enable/disable sharpening filter, you modify

file in main game dir.

Loading screen empty world

FXAA ON, Sharpening Filter ON:

loadingfxonsharpon.th.png

Utes - FXAA ON,

Sharpening Filter ON:

utesfxonsharpon.th.png

Utes - FXAA ON,

Sharpening Filter OFF:

utesfxonsharpoff.th.png

Utes FXAA OFF,

regular look, no AA:

utesfxoffsharpoffpng.th.png

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I like the sharpening filter but it could use some Arma 2-specific attention... sadly I don't have the skills or requisite knowledge for this. :(

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As i have to wait 30 minutes before it lets me download beta8,

I have some beta 7 pictures to comapre.

Btw. it looks, that when running beta, you might have to have, files copied to

both main and beta directory. To enable/disable sharpening filter, you modify

file in main game dir.

Nice comparisons thanks

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