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hoak

No Anti-Alias?

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I've never run across a game that doesn't support AA... I don't see why Armed Assault will be any different.

HALO if i remember correctly, but its the only one i know.

They just didnt turn AA on, stop talking about it... tounge2.gif

EDIT:AA as in Anti-Aliasing, not America's Army, Armed Assault or Anti-Air crazy_o.gif

how two identical letters can cause mayhem and confusion...

Afaik anti aliasing is done by the card itself, once he has finished drawing the image it will pick a pixel, and check the contrast it makes with the surrounding pixels. Don't know what the 2/4/8X stands for though, number of times it compares?

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I've never run across a game that doesn't support AA... I don't see why Armed Assault will be any different.

HALO if i remember correctly, but its the only one i know.

They just didnt turn AA on, stop talking about it...  tounge2.gif

EDIT:AA as in Anti-Aliasing, not America's Army, Armed Assault or Anti-Air  crazy_o.gif

how two identical letters can cause mayhem and confusion...

Afaik anti aliasing is done by the card itself, once he has finished drawing the image it will pick a pixel, and check the contrast it makes with the surrounding pixels. Don't know what the 2/4/8X stands for though, number of times it compares?

About Anti-Aliasing smile_o.gif

And AFAIK the x2 is either what you say, or it is the the number in wich each pixel is being cut (2x is a 2×2pixel so 4 little pieces to be blurred, 4x is 4×4 so 16 little pixel-pieces to be blurred) well, cant explain it in english, or any laungage for that matter... tounge2.gif

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Do the Developers ever comment here?

huh.gif

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um..... what is anti-alias?

An association lobbying against Jennifer Garner

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um..... what is anti-alias?

A features that makes your graphic-card draw extra pixels to reduce jagginess ("stair step" effect) in the graphics.

I dont see this is an issue if ArmA supports it or not. If its not selectable in the game's menu then force it in a profile in your video-drivers; Problem solved.

As for those thinking HL2's HDR is so superior because you can use AA along with it,sorry, thats only half-precision HDR (16bit). True HDR (32bit) is the way the industry goes (Far Cry, Chaos Theory etc).

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i think you saw minimum of screenshots from games in developement ? i suggest You open google and find out some pre-release, beta and alpha screenshots of other games ...

guess what... they don't have AA / AF enabled ...

simple reason ... speed ...

because early versions of game are unoptimized and thus using AA / AF is just huge performance sink ....

OFP/OFPR supported AA ... and any game to date supports AA except "lame" HDR implementations on actual GPU hardware ...

again there is exception thanks to Valve You can enjoy HDR in Source games with AA enabled w/o need to have next generation videocard like ATI X1xxx series and NVIDIA unreleased ones smile_o.gif

but back to ATI ... on X1xxx serie of card You will be able enjoy next generation of HDR with AA enabled ... (NVIDIA 7xxx owners can keep dreaming) ....

in short ... i see no reason to not be able use AA at any resolution if You got enough video memory and processing power smile_o.gif

Well it's typical bullshit that you need a ATI X1xxx serie or nVidia 7xxx series graphics card for HDR.

Because the older Radeon 9700 and GeForce 5xxx serie can also do HDR in other engines like Reality Engine, GameBryo 2.0, CryEngine and Unreal Engine 3.0...

At least our game 1944 D-Day: Operation Overlord works on a Radeon 9700 at 40-50 average FPS with tonemapping and cubemapping on...

Both heavy HDR applications which take much processing time and power.

Gux: I've heard(might be talking out of my ass here) that HDR and AA has trouble coexisting because the final image is composited together. Maybe that's the reason?

That's not really true, HDR is just a rendering technology in which you add tonemapping (and cubemapping) instead of fixed aperture lighting.

You probably mean a post-processing effect like blooming effect?

Well AA does work in blooming effect, but it has no effect.

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Taken from http://www.bistudio.com/inside/tech.html

Quote[/b] ]Flashpoint Engine

The proprietary Flashpoint Engine is designed to handle large and complex sceneries using the Direct3D API.

Therefore, it will most definitely support Antialiasing...I would not worry about it.

What is bothering me now if my new rig, AMD 4000, 2gb ram, 7800gt, will handle ArmedAssault at 1600x1200 with at least 2x AA...

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Taken from http://www.bistudio.com/inside/tech.html
Quote[/b] ]Flashpoint Engine

The proprietary Flashpoint Engine is designed to handle large and complex sceneries using the Direct3D API.

Therefore, it will most definitely support Antialiasing...I would not worry about it.

What is bothering me now if my new rig, AMD 4000, 2gb ram, 7800gt, will handle ArmedAssault at 1600x1200 with at least 2x AA...

That page has not been updated in years.

As the engine will be very scalable like OFP I guess the answer to your question is that it depends on your game settings. I don't think though that the actual AA in 1600x1200 will be the bottleneck. With such high resolutions AA isn't really needed anyway.

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Taken from http://www.bistudio.com/inside/tech.html
Quote[/b] ]Flashpoint Engine

The proprietary Flashpoint Engine is designed to handle large and complex sceneries using the Direct3D API.

Therefore, it will most definitely support Antialiasing...I would not worry about it.

What is bothering me now if my new rig, AMD 4000, 2gb ram, 7800gt, will handle ArmedAssault at 1600x1200 with at least 2x AA...

That page has not been updated in years.

As the engine will be very scalable like OFP I guess the answer to your question is that it depends on your game settings. I don't think though that the actual AA in 1600x1200 will be the bottleneck. With such high resolutions AA isn't really needed anyway.

No but anisotrophy might appear, anisotropic filtering works in OFP right?

Will it work in ArmA/ArAs?

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No but anisotrophy might appear, anisotropic filtering works in OFP right?

Will it work in ArmA/ArAs?

Can't speak for everyone but if I open up my NVIDIA display settings I can force Antialiasing or Anisotropic filtering on just about any game I have regardless of ingame options menus.  wink_o.gif

Can't see why it should be any different for ArmA, except that BIS might want to make it configurable from within the game. In which case I would leave my video card Antialiasing and Anisotropic filtering settings to 'application controlled' and select Antialiasing or Anisotropic filtering in the game graphics option menu. -This of couse is the best way since not all games desire the same settings.  tounge2.gif

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In which case I would leave my video card Antialiasing and Anisotropic filtering settings to 'application controlled' and select Antialiasing or Anisotropic filtering in the game graphics option menu. -This of couse is the best way since not all games desire the same settings.  tounge2.gif

Thats why you make individual profiles for the individual games wink_o.gif

I'd be surprised if ATI has'nt made this possible too.

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Antialiasing is designed to smooth a picture by merging the colours of pixels which are beside eachother therby reducing jagged edges in the image.

To be quite honest though, I think the gameplay is more important then the picture quality, If the giantscale of the maps used on Arma means that there has to be some gfx sacrifices, I personally dont care as long as the game still immerses a player into it.

I think its a fair tradeoff.

Having said that, we still await the definitive answer from the Devs, can we use AntiAlias?

Lighty

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Armed Assault developers, can you please answer the following question?

Can we use Anti-alias in Armed Assault?

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I dont see this is an issue if ArmA supports it or not. If its not selectable in the game's menu then force it in a profile in your video-drivers; Problem solved.

You can't "force it" in the drivers if the hardware doesn't support it in the first place. If FP16 HDR is being used for Armed Assault then current-generation nVidia hardware simply won't be able to do HDR+AA.

It's definitely a valid issue.

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crazy_o.gif

Why oh why does this question persist? Just when I think it's safe to assume the OFP community has not become BF2 graphics whores this nonsensical inquiry rises to the top again.

First off, why wouldn't Armed Assault support AA/AF? That functionality is present already in OFP, can anyone offer a rational explanation why it shouldn't be updated to DX9 optimization in ArmA and Game2?

Ooo, looky, the first pictures of a vehicle with allegedly buillt with multiple turrets. What's to prevent that from being a totally photoshopped picture? I bet that's really an unarmed medivac helicopter and BIS photoshopped in the miniguns just to deliberately screw with the community. Makes perfect rational logical sense. C'mon, BIS has a solid track record for focusing on the tech and gameplay.

Now there is two big problems with press release screenshots relating to how they are not at all reflective of actual game performance. There's been a mountain of uninformed and misguided complaints about the alleged shineiness of the models in various screenshots. Has anyone stopped to consider the possibility of those pictures being taken out of the context of HDR overbrights? Looking at OFP:Elite and HL2:Lost Coast, that same frame as a stand-alone still as opposed to part of a HDR bloom pan is totally different. Screenshots can not impart the effect of HDR, they can only disclose it's presence.

Similarly with AA/AF. The absence of the effect has no rational relationship to the presence or absence of the technology, it just shows that BIS is focused on other more critical technologies, and wants to provide real, unedited samples to the community.

crazy_o.gif

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BIS have a decent track record of not lying to the community especially with respect to what their games 'looks' like in real.

Unlike other games and their dev's (ex. GRAW) just look at their promo screens and some of the INGAME screens which are all pre-rendered probably because i dont see the game looking that good in the demo even on everything set to HIGH mad_o.gif .

I am sure ArmA will have AA/AS as ofp had it , but if its not possible due to some limitation with the whole HDR thing BIS must have made the trade-off to whatever was beneficial for the game in the big picture , literally smile_o.gif .

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crazy_o.gif

Why oh why does this question persist? Just when I think it's safe to assume the OFP community has not become BF2 graphics whores this nonsensical inquiry rises to the top again.

First off, why wouldn't Armed Assault support AA/AF? That functionality is present already in OFP, can anyone offer a rational explanation why it shouldn't be updated to DX9 optimization in ArmA and Game2?

Maybe you should read more about the subject matter before posting. HDR and AA cannot be used together in some games due to the type and the way HDR implemented. Recent example is GRAW.

To expect better graphics does not make one a graphics whore. It is very rude and ignorant statement on your part. Realism and immersion are increased with better graphics and we are playing a military simulation here. Of course there will be an expectation for better graphics.

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IMO some games need A-A, some don't. ArmA along with OFP, does not need it. Sometimes the jaggies are better wink_o.gif

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crazy_o.gif

Why oh why does this question persist? Just when I think it's safe to assume the OFP community has not become BF2 graphics whores this nonsensical inquiry rises to the top again.

First off, why wouldn't Armed Assault support AA/AF? That functionality is present already in OFP, can anyone offer a rational explanation why it shouldn't be updated to DX9 optimization in ArmA and Game2?

Maybe you should read more about the subject matter before posting. HDR and AA cannot be used together in some games due to the type and the way HDR implemented. Recent example is GRAW.

To expect better graphics does not make one a graphics whore. It is very rude and ignorant statement on your part. Realism and immersion are increased with better graphics and we are playing a military simulation here. Of course there will be an expectation for better graphics.

Whether HDR and AA can be used together in ArmA remains to be clarified by BIS. What I'm questioning is the jumping to unfounded conclusions by the community regarding technologies BIS has not commented on.

You also missed my point about how by and large most of the pictures released so far have been in effect to show off new cool tech stuff BIS has made, not to troll pretty pictures. Unlike other developers who might only release concept art or ps'd rigged cutscene pics, BIS's pics are real in-game frames. The only exception of course would be the Xbox pics, but that could be remedied by hooking up a TV to your computer and looking at the pics that way for a optimum effect.

I was actually making two unrelated arguements about HDR and AA seperately. I am familiar with the reasons behind the issues combining HDR and AA, but that wasn't my point. The point was why is it assumed that ArmA absolutely will not support AA, when you have no idea on the specs or settings of the computer on which the pic was taken? What if maybe a developer had turned off AA/AS to run it faster for dev, saw a cool pic, then posted it? Hmm? I don't see that theory anywhere, and imho that's far more likely than the engine having AA/AS support removed post-OFP.

The comments about HDR were more directed at the complaints about the shine and glare. If you stop to think about it, it's designed to be a cinematic immersive visual effect. In a single frame still screen shot, how do you propose indicating the overloaded bloom effect, fades, and blurs? Hmm? All you can do practically is post a single pic and hope the community has the sense enough to properly interpret it.

Going back to what I posted last year in my review of the Xbox game, BIS's HDR is so smooth and appropiate that you don't notice the effect until it is pointed out to you. It's not practical to demonstrate it in screenshots, because screenshots cannot convey the experience. All they can do is announce tech.

The problem is that for some games such as BF2 and GRAW, the graphics are the experience. Not so with OFP and beyond from BIS. The experience is rightly the gameplay, with the graphics augmenting that. That's why I said what I did.

-edit-

At a Serious Games seminar panel last december, senior research fellows from the US DoD Army Research Labratory and academic institutions again raised the warning that too high-fidelity 'immersive' simulation rendering can negatively impact the cognitive training capability of computer game training tools.

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i got little wish aimed onto Placebo or someone else from BIS notworthy.gif

can You post ArmAs screenshot with AA w/o HDR here smile_o.gif)) to resolve this thread where people tends to not listen ...

thanks smile_o.gif

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Yes the point and question of the topic has been missed by many posters here so I will clarify: While DirectX is able to support aboth HDR and AA, many graphics cards do not support both at the same time depending on how a particular game's render back-plane is designed and coded.

Ghost Recon Advanced Warfighter is a case in point; this game uses HDR with deferred lighting in such a way that it makes the use of Anti Alias impossible on all video hardware.

Nvida hardware which according to most market assays accounts for more then half the video hardware in the gaming channel can not concurrently support both HDR and deferred lighting regardless of games video back-plane design.

So, the question remains valid and as far as I can tell, unanswered: "Will Armed Assault support Anti Aliasing?"

Whether Anti Aliasing will be supported only on ATi hardware, via a feature of disabling HDR, or not at all -- are corolary, equally valid, and equally important questions.

Fan response to the lack of support for Anti Alias in Ghost Recon Advanced Warfighter should illustrate the veracity and importance of this render technology in realism gaming where most Fans are now used to games without gross Alias artifacts -- but even more importantly the level of detail created via Anti Alias is critical to clear and realistic target aquisition in ranged virtualized combat...

Crawling, shimming, and strobing distant objects and man targets completely obscured by them may not show up in high resolution screen shots but it certainly will in real game play without Anti Aliasing...

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Great post Hoak !

Hoping to see an official response soon.

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thanks ti0n3r new shots to me but i saw some review with some ArmAs shots and there was 2x AA used so i was nearly sure it is in ...

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