Near Photorealism Driven By MSAA | Graphics Optimization By Devs Who Care

Near Photorealism Driven By MSAA | Graphics Optimization By Devs Who Care

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Near Photorealism Driven By MSAA | Graphics Optimization By Devs Who Care
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 Our Patreon: https://www.patreon.com/THREATINTERACTIVE Our Bonfire: https://www.bonfire.com/store/threat-interactive/ ------- For Updates or Questions, contact our studio or founder on with these links: Threat Interactive:   Email: [email protected] X / Twitter: https://x.com/ThreatInteract Reddit:  https://www.reddit.com/user/ThreatInteractive/ LinkedIn:  https://www.linkedin.com/company/threat-interactive Studio Founder: X / Twitter: https://x.com/TheKevinJimenez ------ 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)