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#antialiasing — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #antialiasing, aggregated by home.social.

  1. I spent several hours today researching and comparing and testing different anti-aliasing modes in No Man's Sky with this new RTX 5080 GPU.

    I have been using TAA for years in NMS and am quite familiar with DLSS, having read about it over the years. But, today I discovered DLAA (Deep Learning Anti-Aliasing) and that NMS supports it.

    And it's just awesome!

    “NVIDIA DLAA (Deep Learning Anti-Aliasing) is an AI-based anti-aliasing technology for NVIDIA RTX GPUs that improves image quality at a game's native resolution, prioritizing visual fidelity over performance. Unlike DLSS, which uses AI to upscale a lower-resolution image for better performance, DLAA renders the game at full resolution and uses AI to create smoother, sharper, and more stable visuals with fewer jagged edges and artifacts, such as shimmering. It is ideal for players with a powerful GPU who have extra performance headroom and want the best possible image quality”

    #NoMansSky #NMS #graphics #GPU #Nvidia #DLAA #DLSS #TAA #AA #antialiasing #gaming #games #gamers #PCgaming #PC #Steam #RTX5080 #tech #pctech #HelloGames

  2. I spent several hours today researching and comparing and testing different anti-aliasing modes in No Man's Sky with this new RTX 5080 GPU.

    I have been using TAA for years in NMS and am quite familiar with DLSS, having read about it over the years. But, today I discovered DLAA (Deep Learning Anti-Aliasing) and that NMS supports it.

    And it's just awesome!

    “NVIDIA DLAA (Deep Learning Anti-Aliasing) is an AI-based anti-aliasing technology for NVIDIA RTX GPUs that improves image quality at a game's native resolution, prioritizing visual fidelity over performance. Unlike DLSS, which uses AI to upscale a lower-resolution image for better performance, DLAA renders the game at full resolution and uses AI to create smoother, sharper, and more stable visuals with fewer jagged edges and artifacts, such as shimmering. It is ideal for players with a powerful GPU who have extra performance headroom and want the best possible image quality”

    #NoMansSky #NMS #graphics #GPU #Nvidia #DLAA #DLSS #TAA #AA #antialiasing #gaming #games #gamers #PCgaming #PC #Steam #RTX5080 #tech #pctech #HelloGames

  3. I spent several hours today researching and comparing and testing different anti-aliasing modes in No Man's Sky with this new RTX 5080 GPU.

    I have been using TAA for years in NMS and am quite familiar with DLSS, having read about it over the years. But, today I discovered DLAA (Deep Learning Anti-Aliasing) and that NMS supports it.

    And it's just awesome!

    “NVIDIA DLAA (Deep Learning Anti-Aliasing) is an AI-based anti-aliasing technology for NVIDIA RTX GPUs that improves image quality at a game's native resolution, prioritizing visual fidelity over performance. Unlike DLSS, which uses AI to upscale a lower-resolution image for better performance, DLAA renders the game at full resolution and uses AI to create smoother, sharper, and more stable visuals with fewer jagged edges and artifacts, such as shimmering. It is ideal for players with a powerful GPU who have extra performance headroom and want the best possible image quality”

    #NoMansSky #NMS #graphics #GPU #Nvidia #DLAA #DLSS #TAA #AA #antialiasing #gaming #games #gamers #PCgaming #PC #Steam #RTX5080 #tech #pctech #HelloGames

  4. I spent several hours today researching and comparing and testing different anti-aliasing modes in No Man's Sky with this new RTX 5080 GPU.

    I have been using TAA for years in NMS and am quite familiar with DLSS, having read about it over the years. But, today I discovered DLAA (Deep Learning Anti-Aliasing) and that NMS supports it.

    And it's just awesome!

    “NVIDIA DLAA (Deep Learning Anti-Aliasing) is an AI-based anti-aliasing technology for NVIDIA RTX GPUs that improves image quality at a game's native resolution, prioritizing visual fidelity over performance. Unlike DLSS, which uses AI to upscale a lower-resolution image for better performance, DLAA renders the game at full resolution and uses AI to create smoother, sharper, and more stable visuals with fewer jagged edges and artifacts, such as shimmering. It is ideal for players with a powerful GPU who have extra performance headroom and want the best possible image quality”

    #NoMansSky #NMS #graphics #GPU #Nvidia #DLAA #DLSS #TAA #AA #antialiasing #gaming #games #gamers #PCgaming #PC #Steam #RTX5080 #tech #pctech #HelloGames

  5. I spent several hours today researching and comparing and testing different anti-aliasing modes in No Man's Sky with this new RTX 5080 GPU.

    I have been using TAA for years in NMS and am quite familiar with DLSS, having read about it over the years. But, today I discovered DLAA (Deep Learning Anti-Aliasing) and that NMS supports it.

    And it's just awesome!

    “NVIDIA DLAA (Deep Learning Anti-Aliasing) is an AI-based anti-aliasing technology for NVIDIA RTX GPUs that improves image quality at a game's native resolution, prioritizing visual fidelity over performance. Unlike DLSS, which uses AI to upscale a lower-resolution image for better performance, DLAA renders the game at full resolution and uses AI to create smoother, sharper, and more stable visuals with fewer jagged edges and artifacts, such as shimmering. It is ideal for players with a powerful GPU who have extra performance headroom and want the best possible image quality”

    #NoMansSky #NMS #graphics #GPU #Nvidia #DLAA #DLSS #TAA #AA #antialiasing #gaming #games #gamers #PCgaming #PC #Steam #RTX5080 #tech #pctech #HelloGames

  6. I have to say, when the rendered passes the acceptable minimum for their graphics, by the given deadline, then it ships.

    I don't believe graphic developers want their games to look sh*t, but sometimes the amount of effort to fix these problems don't pay up. Plus, studios/publishers will happily spend more in content than graphical fixes because it thrives sales.

    youtube.com/watch?v=_IB2E03loAk

    #Videogames #Gaming #Games #Graphics #Technology #TAA #Antialiasing #TemporalAntiAliasing #Video

  7. I have to say, when the rendered passes the acceptable minimum for their graphics, by the given deadline, then it ships.

    I don't believe graphic developers want their games to look sh*t, but sometimes the amount of effort to fix these problems don't pay up. Plus, studios/publishers will happily spend more in content than graphical fixes because it thrives sales.

    youtube.com/watch?v=_IB2E03loAk

    #Videogames #Gaming #Games #Graphics #Technology #TAA #Antialiasing #TemporalAntiAliasing #Video

  8. I have to say, when the rendered passes the acceptable minimum for their graphics, by the given deadline, then it ships.

    I don't believe graphic developers want their games to look sh*t, but sometimes the amount of effort to fix these problems don't pay up. Plus, studios/publishers will happily spend more in content than graphical fixes because it thrives sales.

    youtube.com/watch?v=_IB2E03loAk

    #Videogames #Gaming #Games #Graphics #Technology #TAA #Antialiasing #TemporalAntiAliasing #Video

  9. I have to say, when the rendered passes the acceptable minimum for their graphics, by the given deadline, then it ships.

    I don't believe graphic developers want their games to look sh*t, but sometimes the amount of effort to fix these problems don't pay up. Plus, studios/publishers will happily spend more in content than graphical fixes because it thrives sales.

    youtube.com/watch?v=_IB2E03loAk

    #Videogames #Gaming #Games #Graphics #Technology #TAA #Antialiasing #TemporalAntiAliasing #Video

  10. I have to say, when the rendered passes the acceptable minimum for their graphics, by the given deadline, then it ships.

    I don't believe graphic developers want their games to look sh*t, but sometimes the amount of effort to fix these problems don't pay up. Plus, studios/publishers will happily spend more in content than graphical fixes because it thrives sales.

    youtube.com/watch?v=_IB2E03loAk

    #Videogames #Gaming #Games #Graphics #Technology #TAA #Antialiasing #TemporalAntiAliasing #Video

  11. Ieri sera, una roba che davvero mi ha fatto perdere la pazienza e ogni speranza, maledetto web development, avevo iniziato a scrivere questo post ma ho poi deciso di a mimire… in pratica, il Canvas HTML5 è inconsistente, tra diverse funzioni, diversi browser, e a tratti è proprio buggato mi sa. In breve: non si può tracciare linee o contorni puliti lì dentro, viene tutto sfocato, mannaggia!!! 😶‍🌫️️

    Beh, non è la prima volta che scopriamo che la roba nei browser gira a furia di hack, quindi non so perché proprio questa volta sono così spiazzata, però questo è. Ho scoperto questa magagna dopo aver notato che, i bordi di rettangoli nel programma che sto facendo, che sono puliti su Firefox, appaiono tutti blurrati in Chromium. Ho fatto qualche test al volo, e notato che cambiare lo spessore dei tratti sistemava il problema su un browser e lo faceva apparire sull’altro. “Sarà colpa di p5.js“, ho pensato, “ti pare che nei due browser web più grandi al mondo ci sono gli spacc?“… e quindi ho cercato. Big oopsie, perché una issue l’ho trovata, ma da lì ho scoperto che p5.js in realtà non centra. E… ecco, facendo dei test con la API Canvas liscia, senza la libreria esterna di mezzo, persiste il problema. 👹️

    Ho fatto un piccolo file con vari test: jsbin.com/dadobugiye/ (caricato su JSBin, così potete verificare anche voi). In foto c’è a sinistra come ha renderizzato Firefox, e a destra Chromium (entrambi chiaramente sul mio desktop Linux). Tra le quattro linee spesse da 1 a 4 pixel, e i tre rettangoli con bordo da 1 a 3 pixel, notate come a spessore alternato si alternano anche la presenza e l’assenza di sfumatura. Quello che cambia tra la copia superiore e quella inferiore è che sulla seconda è applicato uno shift di 0.5 pixel sia per X che Y (la seconda soluzione più brutta tra le consigliate)… appunto, fare questa cagata pulisce ciò che prima era sporco e sporca ciò che era pulito. 🚬️

    La schifezza è dovuta al fatto che il browser fa anti-aliasing di ciò che disegna lui, e non c’è modo di disattivare la cosa; c’è una proprietà imageSmoothingEnabled che vale però solo per i dati immagine raw (forse è per questo che non ho mai notato problemi con, ad esempio, gli emulatori web di console). Quindi, in teoria si potrebbero implementare da zero funzioni per disegnare linee e roba varia, che scrivono direttamente i pixel sulla tela… ma non sembra qualcuno abbia voglia di implementarlo in librerie grafiche general-purpose e che non deviano troppo dalla API. (Io certamente no.) Shiftare ogni azione di disegno di 0.5 pixel in base al browser può sembrare una soluzione (dato che il problema è causato dall’allineamento subpixel, e ci sarebbe il metodo .translate(x,y) per farlo senza ogni volta sommare alle coordinate), ma non lo è affatto, perché lo vedete come le linee e i rettangoli appaiono tra loro diversi (e, curiosamente, le linee sono uguali tra i due browser)… 💱️

    Computer potentissimi e piattaforme software di complessità estrema e potenzialità infinite, ma poi non riescono a fare delle fottutissime linee non sburrate, stiamo tornando indietro. E falliscono appunto in modo pure inconsistente!!! Non sembra proprio esserci soluzione, se non creare delle mie astrazioni sulle funzioni di disegno di linee e rettangoli (che fanno in autonomia gli shift necessari ogni volta). Veramente sto male, è possibile che se il mio numero arbitrario di spessore in pixel è pari o dispari, a seconda del gusto del browser e dell’allineamento .0 o .5 a subpixel, deve venire tutto: o grigino anziché nero, o spesso di 2 pixel anziché 1 (o la qualsiasi), o coi bordi sciolti in lava? Per ora continuo a usare p5.js e quindi il disegno a forme sul Canvas per questa applicazione, perché è comodo, ma per i prossimi progetti chissà che dovrei usare… nulla si avvicina neanche lontanamente all’efficienza di scrivere del JavaScript vanilla e averlo immediatamente prendere vita. 🤢️

    Ho provato anche un’altra soluzione di tizi, un po’ brutta ma che avrei accettato se avesse funzionato: applicare un dato filtro SVG… che dire. Vero, non si vede più alcuna sbleurratura, ma gli angoli dei tratti sono più arrotondati (non chiesi), e lo spessore è comunque sbagliato. E una cosa stramba bonus: i lati delle linee superiori (ma non di quelle shiftate?!) sono tipo corrotti, hanno dei pixel che appaiono un po’ a sinistra come delle spine. Ma come cazzo è possibile?!?!?! 🌋️

    https://octospacc.altervista.org/2024/06/07/tela-spaccata/

    #inconsistente #sfocatura #broken #blur #antialiasing #subpixel #JSBin #Canvas #prova #disegno #pixel #HTML5 #problema #test #webdev #browser #demo #bug #JavaScript #web #Mannaggia

  12. I wrote a blog post about how to efficiently render polygons on slow microcontrollers while still looking reasonably nice!

    It contains an intuitive explanation (with lots of images!) how it works, and an explanation of the algorithm itself in pseudocode.

    aykevl.nl/2024/02/tinygl-polyg

    You can see the result below, which is an analog clock that's part of my smartwatch project.

    #TinyGo #GraphicsProgramming #antialiasing

  13. Est-ce avéré? Pour une application simple de dessin sur Mac OS qui fasse de l'anticrénelage (antialiasing) mon seul choix (tout de même excellent) est Lorien?

    github.com/mbrlabs/Lorien

    y'a un lag conséquent par contre: plus de 0.5s sur mon vieux macmini 2014. Le zoom in/out infini est pas mal cool par contre. Fait avec le "Godot Game Engine".

    #Drawing #antialiasing #godotengine#MacOS

  14. I've figured it out! The new algorithm I wrote is partially based on the classic A-buffer algorithm from 1984 and partly on the "Scanline Edge-flag Algorithm for Antialiasing" paper from 2007. It looks pretty nice, even though it's not perfect (and slower than my previous attempt). Now I just need to clean up the code, write tests, and optimize the code some more.

    I plan on writing a blog post describing the algorithm in more detail.

    #tinygo #graphicsprogramming #antialiasing

  15. Still working on my #Vulkan engine.
    Have a very basic #raymarching scene running now :D
    Next up will be adding #antialiasing

  16. Caros #cibercamaradas tenho experienciado um #bug que nunca me surgiu em #gimp.
    Ao renderizar o texto, o #antialiasing é exageradamente óbivo, ficando delineado em todos os steps de zoom incluindo a 50%, 100% (conforme o exemplo).
    Já dei voltas à configuração, alterei os níveis de hinting e também não houve updates recentes...
    Estou em #debiansid com a versão 2.10.34 instalada através dos repositórios oficiais.

    @GIMP

  17. @gsuberland as a graphics dev, I believe it suggests the existence of singlestition and multistition. #antiAliasing

  18. @minzmade Ein Bekannter möchte Fledermausgeräusche visualisieren. Dazu habe ich ihm Baudline empfohlen und freue mich über deinen Tipp mit #audioprism. Jetzt muss noch ein 192kHz USB Soundgerät gefunden werden, bei dem ich den #Antialiasing Tiefpass ausbauen kann.

  19. approach is better than the old one. Or you're needing something extra in your lines (, different widths, , etc). There's just no "get-out-of-ridiculously-low-level-optimization free" card. You do it or you underperform.

    Today in you still need to optimize, but at far higher levels; the vast majority of people are totally divorced from the and the drawing of low-level primitives. But "Back In My Day...", that just wasn't an option!

  20. La technologie d'antialiasing TAA pose problème pour les textes !

    Exemple ici dans le jeu Pinball FX (en accès anticipé) et avec FXAA pour comparer.

    TAA a son lot de critiques et, dans un cas comme celui-ci, je peux les comprendre.

    Il y a même un subreddit anti-TAA, c'est dire : reddit.com/r/FuckTAA/

    #antialiasing #taa #game

  21. @adnan360
    Oh we see in your screenshot what you mean now. That is interesting. The font 'Arial' or 'Helvetica' might be different or rendered differently on your system/browser?

    By the way Klaus that font family is generally covered by simply 'sans-serif', no need to mention the other fonts.

    We remember reading that you can turn off #subpixelRendering effects (like #antiAliasing) using CSS, but that's not happening here.

    #sansSerif #fonts