Re: Higher resolution rendering
Posted: Mon Apr 27, 2015 12:37 am
Well, since some of you guys have mentioned about anti-aliasing, would it be feasible to use a sort of edge-detection method e.g. FXAA?
I am running the new beta and well I was still getting the effect from hd2x filter while I had the high rez enabled. I could tell from the letters in the results screen in mario kart ds. I also tested with out any filters for performance testing.Hawntah wrote:High-res is supposed to disable filters, right?
You could try forced AA in your developer options of your phone, not sure if it would work though.huckleberrypie wrote:Well, since some of you guys have mentioned about anti-aliasing, would it be feasible to use a sort of edge-detection method e.g. FXAA?
I think this is a good idea and I brought it up with Lordus a while ago. The issue with FXAA specifically is that it requires depth information - that's not compeltely insurmountable per se, but it'd require a lot more information passed to the shaders (which would have a performance impact). On the other hand, MLAA doesn't require depth, at least as far as I know. If it can be handled entirely in the shader it should be free so long as the GPU is fast enough.huckleberrypie wrote:Well, since some of you guys have mentioned about anti-aliasing, would it be feasible to use a sort of edge-detection method e.g. FXAA?
No, but the effect may be less pronounced.Hawntah wrote:High-res is supposed to disable filters, right?
I don't think that would do anything.TkSilver wrote:You could try forced AA in your developer options of your phone, not sure if it would work though.
I got the beta now with HD rendering. 1) It does look HD on my device. 2) No lag whatsoever using auto frameskip set to 2. I thought this was only gonna be smooth on quad core devices? My phone only has a 1.7GHz Dual core cpu.Exophase wrote:I think this is a good idea and I brought it up with Lordus a while ago. The issue with FXAA specifically is that it requires depth information - that's not compeltely insurmountable per se, but it'd require a lot more information passed to the shaders (which would have a performance impact). On the other hand, MLAA doesn't require depth, at least as far as I know. If it can be handled entirely in the shader it should be free so long as the GPU is fast enough.huckleberrypie wrote:Well, since some of you guys have mentioned about anti-aliasing, would it be feasible to use a sort of edge-detection method e.g. FXAA?
No, but the effect may be less pronounced.Hawntah wrote:High-res is supposed to disable filters, right?
I don't think that would do anything.TkSilver wrote:You could try forced AA in your developer options of your phone, not sure if it would work though.
Hmm.. you're right. Quite a bit less pronounced, actually. There seems to be some sort of additional filter being applied to 2D graphics only in low-res mode which helps hide the ugly squares of pixels. This is what I mean. Oh well, at least the 3D stuff looks amazing!Exophase wrote:No, but the effect may be less pronounced.