Fix broken AA since v5 or implement other sorts of AA that work

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ryanair007
Posts: 147
Joined: Mon Jul 08, 2013 10:31 pm
Location: Brussels

Fix broken AA since v5 or implement other sorts of AA that work

Post by ryanair007 »

Its got to do with dirext x 12 . Just for a try out i re-installed v4.5 dx 11 no more AA problems .
with dx 12 a New AA methods have to be used to make Msaa work properley. It has to be re-writen from Lm to make in compatible with the lated version of windows and direct x 12.
Since DX12 doesn't support MSAA swap chains, this is how you can do it.

1. First, you create an MSAA render target, where samplecount is >1 (more than 1 sample).

2. You will need to create an intermediate resource with the same size and format of the MSAA resource, but with samplecount 1.

3. Render your geometry onto your MSAA render target all this has to be done by LM . Let hope with p3d 5.5 it will be finlly fixed.

Programmable MSAA
Before we explore this feature, let’s first discuss anti-aliasing.

Aliasing refers to the unwanted distortions that happen during the rendering of a scene in a game. There are two kinds of aliasing that happen in games: spatial and temporal.

Spatial aliasing refers to the visual distortions that happen when an image is represented digitally. Because pixels in a monitor/television screen are not infinitely small, there isn’t a way of representing lines that aren’t perfectly vertical or horizontal on a monitor. This means that most lines, instead of being straight lines on our screen, are not straight but rather approximations of straight lines. Sometimes the illusion of straight lines is broken: this may appear as stair-like rough edges, or ‘jaggies’, and spatial anti-aliasing refers to the techniques that programmers use to make these kinds edges smoother and less noticeable. The solution to these distortions is baked into the API, with hardware-accelerated MSAA (Multi-Sample Anti-Aliasing), an efficient anti-aliasing technique that combines quality with speed. Before the Spring Creator’s Update, developers already had the tools to enable MSAA and specify its granularity (the amount of anti-aliasing done per scene) with DirectX.But what about temporal aliasing? Temporal aliasing refers to the aliasing that happens over time and is caused by the sampling rate (or number of frames drawn a second) being slower than the movement that happens in scene. To the user, things in the scene jump around instead of moving smoothly. This YouTube video does an excellent job showing what temporal aliasing looks like in a game.

In the Spring Creator’s Update, we offer developers more control of MSAA, by making it a lot more programmable. At each frame, developers can specify how MSAA works on a sub-pixel level. By alternating MSAA on each frame, the effects of temporal aliasing become significantly less noticeable.

Programmable MSAA means that developers have a useful tool in their belt. Our API not only has native spatial anti-aliasing but now also has a feature that makes temporal anti-aliasing a lot easier. With DirectX 12 on Windows 10, PC gamers can expect upcoming games to look better than before. ---------- sorce from microsoft . https://devblogs.microsoft.com/directx/ ... -features/


Please Please LM react and fix this big bug that many users have I just had enough running very high computer specs and no getting stright lines on taxiways airports wings and shimmering on all objects ect ect using AA or not is more or less the same resault . Thanks
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