The other day I rediscovered how much multi-sampling improved your average scene for very little cost**. First the pic - look especially around the edges, or click for a magnified view:
Multi-sampling is basically rendering the scene at a higher resolution and then downsampling to your screen resolution. It helps reduce "jaggies" on the edges of polygons which gives your scene a much more polished look.
Multi-sampling may not necessarily be for you. For example, if you are fill-rate bound or if you are using certain multi-pass techniques such as shadow volumes (which together can produce some odd effects.)
** Low cost in terms of frame rate; there is a memory cost. Although, if your machine has to fall back to software emulation or if your game is fill rate bound, the frame rate part won't be so true either.
STALKER ALERT: Keeping Up With Your Lum
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I’m not going to be at GDC this year, because, well, I haven’t been to GDC
for years now. Why mess with success? I am going to be at SXSW, though,
where I ...
19 hours ago

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