Threat Interactive Video 14: Anti-Aliasing has been reduced to nothing but a fancy image "blur" in the eyes of the game industry. This video will tear down the entire internet to show the truth about anti-aliasing and what technologies the future of gaming really needs. There's no better game to get the conversation going like an in-depth analysis of Half Life: Alyx, a title that pioneered in image clarity based AA and coverage on a new AA not covered anywhere in mainstream media & content creation.
Intro:
0:00
The Current Social Perversion & Game Scenario:
0:40
Captured Frame Comments:
1:24
Dynamic Shadow Rendering:
1:52
Starting Compute Shader & Prepass info:
2:33
Dynamic Indirect Shadows:
3:39
Forward Rendering Light Pass (Basepass):
4:26
First Basepass Portion:
5:38
Texture Packing Issues:
6:25
Basepass Stats Analysis:
7:04
Ending Draws, Final MS, & Optimization Result:
9:26
Conclusion 1 (Lighting Models):
10:08
Conclusion 2 (MipMap Anti-Aliasing):
11:15
Conclusion 3 (Anti-Specular Aliasing Via Cheap Shaders) :
12:44
Conclusion 4 (The True Power of MSAA & Humbling The Entire Internet):
13:25
Explaining More Issues (& Fixes) With TAA:
17:04
The Hard Truth About Modern Rendering:
18:25
The Truth About MSAA Performance & Optimization:
18:58
A New Anti-Aliasing Method By Johan Hammes:
20:56
Outro, Oblivion, Recent News, & Thank You:
24:10
Our Website: https://threatinteractive.wordpress.com
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Threat Interactive:
Email:
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Studio Founder:
X / Twitter: https://x.com/TheKevinJimenez
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Credits & Resources:
https://www.moddb.com/mods/half-life-alyx-novr
https://project-eden.blogspot.com/2014/03/
https://lesterbanks.com/2014/01/v-ray-new-ggx-shader-offers-better-microfacet-distribution-over-blinn-or-phong/
https://polycount.com/discussion/211424/ggx-really-the-thing
http://miciwan.com/SIGGRAPH2013/Lighting%20Technology%20of%20The%20Last%20Of%20Us.pdf
https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f
https://mimosa-pudica.net/improved-oren-nayar.html
https://seblagarde.wordpress.com/2015/07/14/siggraph-2014-moving-frostbite-to-physically-based-rendering/
https://advances.realtimerendering.com/s2018/MaterialAdvancesInWWII.pdf
https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
https://www.gdcvault.com/play/1021771/Advanced-VR
https://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
https://blog.imaginationtech.com/why-you-really-should-be-using-mipmapping-in-your-graphics-applications/
https://www.cryengine.com/features/view/visuals#efficient-anti-aliasing
https://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf
https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-material-properties#advanced-material-properties
https://developer.download.nvidia.com/gameworks/events/GDC2016/akaplanyan_specular_aa.pdf
https://research.nvidia.com/sites/default/files/pubs/2016-06_Filtering-Distributions-of/NDFFiltering.pdf
http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
https://docs.vulkan.org/samples/latest/samples/performance/msaa/README.html
https://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf (Ctrl+F "subpix")
https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_standard_multisample_quality_levels?
https://youtu.be/f05PwswO7qc?si=U74mpEpGMkQm1oUU
https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/
https://www.youtube.com/watch?v=Nef6yWYu0-I
https://www.iryoku.com/smaa/downloads/SMAA-Enhanced-Subpixel-Morphological-Antialiasing.pdf
https://www.intel.com/content/www/us/en/developer/articles/technical/conservative-morphological-anti-aliasing-20.html
https://www.humus.name/index.php?page=Comments&ID=228
https://www.nvidia.com/content/pdf/gdc2011/gdc2011epicnvidiacomposite.pdf
CryEngine 3 MSAA Graphics Gems| Tiago Sousa | Slide Download | https://advances.realtimerendering.com/s2013/Sousa_Graphics_Gems_CryENGINE3.pptx
https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2016/Presentations/El_Mansouri_Jalal_Rendering_Rainbow_Six.pdf
https://media.gdcvault.com/gdceurope2016/presentations/Aalto_Tatu_Towards_Cinematic_Quality.pdf
https://www.youtube.com/user/johanhammes
https://learnopengl.com/PBR/Theory
https://www.racoon-artworks.de/cgbasics/fresnel.php
https://youtu.be/WsmxBE9Gw6A?si=ioo2DjM31SJyS7vf
https://store.steampowered.com/app/856650/Pylon_Racer/ (Read Pinned Comment)