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Half-Life 2 izgleda samo na Ati-u!

dovla1

Čuven
Učlanjen(a)
06.03.2003
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X-bit labs je postovao clanak koji objashnjava detaljno zashto Anti Aliasing moze da bude problem u HL2.

Najshokantnije novosti [ za nas nVidia poklonike ] jeste da Ati kartice mozda mogu da eliminishu problem , dok nVidia kartice nemaju nikakve shanse!

”Developeri legendarne Half-Life igre su rekli da je malo verovatno da driveri mogu da otklone taj problem, ipak, moze biti reshen grafickim kartama baziranim na VPU iz ATI Technologies , kao shto su RADEON 9500-,9600-, 9700- , I 9800- serije.Shto se tice NVIDIA GeForce FX-serije, ne postoje prakticni nikakve shanse da se nadje zaobilazni put problemu AA , sudeci po Valveu.”

Veoma interesantno shtivo, mozete ga naci na engleskom OVDE [ http://www.xbitlabs.com/news/video/display/20030718155730.html ]

info uzet sa http://www.yucs.co.sr

Shta veliki umovi benchmarka misle o tome ?
 
ma ta je pricha lansitrana pre vishe meseci
 
1. stara vest
2. nacin na koji si ti naslovio vest i interpretirao je u svom postu implicira da se HL2 nece moci igrati na NV baziranim karticama sto nije tacno! Cinjenica da ce NV orisnici biti uskraceni za FSAA, nekome moze da bude od izuzetne vaznosti, a nekome ne!
3. Da bi FSAA implementacija radila na R3xx baziranim karticama neophodan je update DirectX-a (koji treba uskoro ocekivati DX9.0b), tako da nije samo na ATi-ju da adaptira svoje drajvere!
4. Ovo ce definitivno imati posledica po nVidiju, ali senzacionalisticki pristup od strane medija je najblaze receno neporfesionalan i nekako u analogiji sa senzacionalizmom koji se moze procitati u zutoj stampi! pa nece nastupiti kraj sveta ako se retki vlasnici NV30 i 35 kartica nece moci igrati HL2-ke sa ukljucenim FSAA. Za ostale vlasnike starijih GF3 i GF4 kartica ovo i nije toliko bitno jer se oni i onako ne mogu pohvaliti preterano upotrebljivim FSAA performansama, narocito ne u jednom tako zahtevnom naslovu kao sto ce biti HL2. E sad sto ce ATi MOZDA moci da odradjue FSAA je vec neka druga prica.
 
MAD_MUzzY je napisao(la):
Budalastine...
To je shatro problem sa DX9. Kako onda radi na ATi grafickim a ne na nV?
Videcemo... ionako ne koristim AA.
Vrlo jednostavno nVidija je mnogo vise nego sto je poznato u javnosti, dizajnirala svoj GPU mimo specifikacija oko kojih je projektovan DX9 API. Ovo i necudi s obzirom da su se u vreme pocetka kreiranja DX9 debelo posvadjali sa M$-om i bili van samog projekta maltene do zavrsetka dizajniranja DX9-tke. Razlog za to je bio cuveni nesporazum oko cene NV2A GPU-ova namenjenih XBOXu!
Jedna od posledica citave price je i sam Cg koji je na kraju dobio oblik programskog jezika za programiranje DX8/9 koda iako je prvovremeno bio zamisljen kao posveceni API namenjen iskljuivo NV GPU-ovima (secate se onih govorkanja o novom 3D API-ju koji je nazivan naslednikom GLIDE-a!? E, tu je bilo mnogo vise istine nego sto se tada moglo pretpostaviti). U svakom slucaju greska postoji i u DX9-ci, ali sa DX9.0b (koji se kroz updateovani SDK-a vec moze svuci sa MSDN-a, a uskoro ce i verzija za krajnje korisnike), ATI ce biti u mogucnosti da nakon izlaska Cat 3.7 drajvera omoguci FSAA u HL2-ci!
 
Gabe Newell
Headcrab

Registered: Jul 2003
Location: WA
Posts: 1
Anti-aliasing
Since people seem to be hyperventilating over the anti-aliasing issue, I thought I'd update everyone.

1) How bad is the problem?

With current multi-sample implementations of anti-aliasing, you may sample texels outside of the polygon boundary, which may result in sampling light maps from other polygons.

This has always been a problem. This is a problem with Quake 1, Quake 2, Quake 3, Daikatana, Sin, Elite Force, Half-Life, Counter-Strike on the X-Box, or any game that uses packed lightmaps with multi-sample anti-aliasing.

You would see these artifacts on polygon boundaries where the wrong lightmap is being sampled. It will look like a bright or dark line on the edge of a polygon.

Gary McTaggart brought this up in an email because he is being pretty hardcore about graphics quality right now. This is not a new problem. If you've run a game that uses lightmaps with anti-aliasing turned on, then you've been seeing these artifacts the whole time.

Artifacts may show up more frequently in Half-Life 2 simply because we've eliminated lots of other artifacts, and because we have a lot of variation in scene lighting due to our art direction.

To put this in perspective, not doing tri-linear filtering on mipmaps is a lot worse.

2) What are potential solutions?




Support Centroid Sampling

Use Pixel Shaders to Clamp Texture Coordinates


Centroid sampling doesn't have the problem that center sampling does in multi-sample antil-aliasing. ATI has supported this form of anti-aliasing for the 9000 series. The tricky part is enabling this when DirectX doesn't easily expose this.

There's a different trick you can use with hardware, such as NVIDIA's, that doesn't support centroid sampling. Basically you trade off some pixel shader bandwidth to clamp the texture coordinates so that you don't sample texels outside of that polygon's lightmap sub-rect.

Between these two approaches, multi-sample anti-aliasing artifacts should be a non-issue for any DX9-level hardware running Pixel Shader 2.0.

3) How will this look?

We'll release one of the demo movies with the anti-aliasing artifacts in and one with the anti-aliasing changes.


__________________
Gabe Newell
 
Softver je svemoguc.
Morate se nauciti da u svetu racunara nista nije nemoguce, tako da sve price koje su slicne ovoj sluze samo kao marketinsko oruzije za polupismene.
 
Vrh Dno