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NVIDIA Developing Subpixel Reconstruction Antialiasing to Compete with MLAA

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from what i understand, this SRAA is post processing based, similar to MLAA. ITs only applied when the full image/frame is already rendered by the GPU. AMD used DirecCompute for their MLAA and takes advantage of the parallel processing of their GPU to do this post process effect costing much less resources from the GPU. nVidia would prolly use their own CUDA engine to enable this effect. (traditional AA is usually handled by the ROPs in the end of the render pipeline)
 
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Well, with PhysX its another story because in that case you need a reason for developers to take time and develop with PhysX. Where in SRAA, it doesn't matter. It just works in any game.
Meaning they do not depend on 3rd party developers and as such don't need the attention from the entire user base. It would be nice to have SRAA at least on GeForce 400 series and above, but i don't think it will happen.

Ambient Occlusion is also another example as well..

from what i understand, this SRAA is post processing based, similar to MLAA. ITs only applied when the full image/frame is already rendered by the GPU. AMD used DirecCompute for their MLAA and takes advantage of the parallel processing of their GPU to do this post process effect costing much less resources from the GPU. nVidia would prolly use their own CUDA engine to enable this effect. (traditional AA is usually handled by the ROPs in the end of the render pipeline)

I guess that would mean g80 and above if they used their cuda framework for it.
 
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I don't think nvidia need to do this to win me back. If they can make it work then yes ok I'd take it but I buy on gaming performance value for money, not how tricky the AA can be.
 
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MLAA is a blessing for games like Metro, NFS:Hot Pursuit, or Dead Space 2. I think nvidia knows this...
 

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MLAA is a blessing for games like Metro, NFS:Hot Pursuit, or Dead Space 2. I think nvidia knows this...

That is very true, there are a bunch of games that don't even work with forced AA so having a filter that comes at the end means even those games can have some form of AA making them look much better.
 
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MLAA is a blessing for games like Metro, NFS:Hot Pursuit, or Dead Space 2. I think nvidia knows this...


Adding to this list:

AvsP
GTA 4 (+ episodes)
Arma 2
Borderlands
Mafia 2
 
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I just play everything with just MLAA ever since it got introduced. The result is similar to 4x or 8x FSAA, yet it's as demanding as 4x or even less. And just works in every game, be it Defense Grid, Sol Survivor, BioShock, NFS Hot Pursuit... but it also works perfectly in AvP, Half-Life 2.
Though it's funny in GTA Vice City. During the day cycle it's not working well, but during the night it's working great. Or vice versa. It seems to be based on the contrast difference during each day cycle.

Anyway, whatever they'll make i'm all for it. Ambient Occlusion is also a good addition on NVIDIA's end that i miss on Radeons. Can't wait to see SRAA in action :)
 
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