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[业评] [PS3] PS3 CELL技術新特性:4XAA已經過時,我们已經有更好的AA技術“MLAA”。

http://www.eurogamer.net/article ... oteur-aa-blog-entry

AA=anti-aliasing 反鋸齒技術

在最新跨平台遊戲Pandemic's The Saboteur對比中,發現在對比沒有AA的360版情況下,PS3版擁有很高質量的AA效果





開發者在US PlayStation Blog上說:使用了SPU進行全屏AA,另外上面對比圖可以看出360版和神機版使用了不同的光照模型。
beyond3D的好事者發現Sony是在自主技術的跨平台引擎PhyreEngine中實現了類似[B]MLAA[/B]的技術。





實現MLAA出來的效果讓人振奮,據eurogamer陳述,在最好的情況下MLAA可以獲得比16XAA更好的圖像質量

MLAA是什麼?在這裡可以看到詳細介紹。MLAA(morphological antialiasing)是Intel正在玩的,完全基於CPU處理的AA解決方案,這種方案從未在任何遊戲使用過,包括PC遊戲,估計Intel研究這是是將該技術應用在未來出品的GPGPU Larrabee上。但是現在將會看到Sony在Cell上對其的實現效果,包括在未來EA出品的跨平台遊戲BFBC2上可能會看到該技術。





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DF on Saboteur's PS3 anti-aliasing
December 9th, 2009


Update: This morning, Christer Ericson, director of tools and technology at Sony Santa Monica and part of the hugely respected God of War team, got in touch to set us straight on the technical background to the effect seen in The Saboteur. Christer's knowledge on this subject obviously far outstrips our own and he took issue with several points in yesterday's article, which you can still read in full below this update.
Firstly, the definition of MLAA[/COLOR] isn't in keeping with the basic outline of the technique as it has been described by some Pandemic staff, and it is almost certainly an extension of the edge-filter plus blur technique seen in several cross-platform titles already. As Christer says, "the qualitative difference comes down to how you edge-detect and how you 'blur'."
The screenshots may not be showing MLAA, and it's almost certainly not a technique as experimental as we thought it was, but it's certainly the case that this is the most impressive form of this type of anti-aliasing we've seen to date in a console game. Certainly, as we alluded to originally, the concept of using an edge-filter/blur combination isn't new, and continues to be refined. This[/COLOR] document by Isshiki and Kunieda published in 1999 suggested a similar technique, and, more recently, AMD's[/COLOR] Iourcha, Yang and Pomianowski suggested a more advanced version of the same basic idea.
In terms of the effectiveness of luminance for determining edges, Christer also pointed out that the pixels we've highlighted as causing problems for edge-smoothing in The Saboteur aren't a product of red meeting black, but actually brown and red - similar in terms of luminance values and thus more likely to cause that particular artefact.
It's fair to say that in our excitement about the level of image quality displayed in The Saboteur, we were off-beam to be so definitive about MLAA as the technique being used, but it is still a great example of the SPUs being used to do post-processing work more traditionally associated with the GPU and, in this case, producing arguably better results than the more generally accepted MSAA solutions built into the graphics hardware. Thanks to Christer for getting in touch.
Original story: If there's one element of multi-platform development that comes up repeatedly in our Face-Off coverage, it's the implementation of anti-aliasing on current-generation HD consoles.
It's often the case that the Xbox 360 version of a game features edge-smoothing, while the PlayStation 3 counterpart will either leave it off altogether, scale it back, or use an NVIDIA specific technique called "quincunx", which refines edges nicely, but blurs the entire texture in the process.
None of these options are particularly attractive (though quincunx has its place in certain scenarios), and neither is blurring the entire screen, which other people do; the so-called Vaseline effect. However, recent games like Brutal Legend and Overlord II on both console platforms have tried out another technique - seeking out just the edges themselves and blurring them, leaving texture detail intact. It's better than nothing but still not actually that good.
The PS3 rendition of Pandemic's The Saboteur is different though. It's special. It's trying something new that's never been seen before on console, or indeed PC, and its results are terrific. In a best-case scenario you get edge-smoothing that is beyond the effect of 16x multi-sampling anti-aliasing, effectively delivering an effect better than the capabilities of high-end GPUs without crippling performance. Compare and contrast with Xbox 360 hardware, which tops out at 4x MSAA.
Let's kick off with a quick comparison of the effect in play on both versions of the game. It's interesting to point out that both Xbox 360 and PC versions of The Saboteur have no support for anti-aliasing whatsoever. It's just the PS3 owners that get the love, for reasons explained later. While the lack of AA in the Xbox 360 version is a bit disappointing, for the purposes this piece it's a bit of boon as it effectively gives us a "before and after" means of better understanding the PS3 technique.



The Saboteur on 360 has no anti-aliasing, making it a good comparison point up against the PS3 version with its new edge-smoothing technique. The difference in lighting, along with other matters, is something we'll cover in the next Face-Off.
So how is it done? Well, in the comments section of one US PlayStation Blog post[/COLOR], Pandemic's Tom French talked about "using the SPUs to do a full-screen FSAA filter". The satellite processors within the Cell chip are excellent for extremely fast processing of limited batches of data, making them perfect for the task at hand, which is to process the entire framebuffer seeking out all edges and then blending them.
Posters on the Beyond3D forum[/COLOR] soon began to investigate. It's a technique initially put forward by Intel, but best described with examples in this blog post[/COLOR] which shows the real potential of the technique, and how it compares with the Brutal Legend method of edge-blurring. There is no real competition here. The so-called morphological anti-aliasing (or MLAA) seen in The Saboteur is leaps and bounds ahead of anything we've seen so far when it works in optimum conditions.
Being experimental, it does have its drawbacks. When edges in-game are one pixel or less than one pixel in thickness, the edge-detection technique doesn't really work. Pandemic also subjects the entire, completed framebuffer to analysis - including the HUD elements - so there is often artefacting on the text overlays. This is probably unavoidable in this game: while the GPU starts to draw the next frame, the SPUs are busy with the AA and for that situation to take place the completed frame will need to be analysed.
Pandemic is keeping mum on the AA technique, though some tidbits have apparently leaked from the developers on the NeoGAF forum. According to these posts, the filter is applied to the luminance of any given scene. It's a really clever way to maintain speed, but on the other hand, some colours - red and black for example - have similar luminance levels, so the filter picks up the majority of edges but misses others. Additionally, in some cases there are some interesting "fuzzing" issues on edges, which without some more illumination from the coders is very difficult to explain. Perhaps it's simply the effect of processing a motion-blurred screen?





While the edge-smoothing properties are astonishing, it comes at the cost of a few artefacts as you'll see by clicking on each thumbnail. Thankfully they barely impact on the quality of the overall presentation.
Overall then, what we have in The Saboteur on PS3 is very much an experimental technique, and you get the idea that the base visuals suit the technique well. In playing the Xbox 360 version, the level of "teh jaggies" isn't exactly a major issue; the game lacks high-contrast edges, and is pretty soft in general. In this environment, the MLAA technique employed by Pandemic works beautifully and in most cases you really need to look hard for the artefacts. But they are there, and you wonder how well the technique would work on higher contrast games like Battlefield: Bad Company 2, Halo 3 or the almighty Uncharted 2 where the MLAA would really have its work cut out.
In the meantime, what we have is something that's new and genuinely exciting from a technical standpoint. We're seeing PS3 attacking a visual problem using a method that not even the most high-end GPUs are using. You can't help but wonder whether MLAA, in combination with MSAA and a filter to weed out the artefacts, couldn't be hardware-integrated in the next generation consoles.
It'll also be interesting to see whether MLAA returns in other PS3 cross-platform projects before then, because it looks extremely good in action. Chances are it will come down to how computationally expensive the technique actually is on the SPU, and how it can be refined still further, and that's where our knowledge hits a brick wall. If any ex-Pandemic staff want to share more on the MLAA implementation, feel free to get in touch...

[ 本帖最后由 harry8888 于 2009-12-11 13:59 编辑 ]


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又是索黑文,建议BM干掉他。



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前些日子一直关注官方BLOG和B3D对这个技术的消息,CELL果然强大。


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[posted by wap, platform: Firefox]

细节都没了

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樓上沒下文,所托非人.....

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实际情况下看起来差不多

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就这局部模糊效果成了新抗锯齿技术了.

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所謂模糊其實是錯覺。
以現在的主機機能,包括PC,都是無法做到真正質量的貼圖。
做不到的話就要壓縮,貼圖被壓縮就會變成馬賽克,鋸牙的出現就是因為馬賽克,AA就是爲了抗這些問題而出現的。
所謂越高級的AA,抗馬賽克就會越好,但是這些馬賽克一旦被抗,就會變得平滑,也會出現模糊的錯覺。
因為貼圖是馬賽克,如果被抗掉馬賽克邊緣就會變得平滑,錯覺是模糊。所以誕生了AF。
目前比各方面效能QAA是比4aa高級更好的。也可以說平手。
如果還加MLAA的話,360那廢柴4aa是只有被秒的份。
以下MLAA抗馬賽克保持質量對比。
左圖馬賽克導致殘渣,所以說模糊其實是錯覺。右圖已經MLAA。




QAA可以看這裡。
http://club.tgfc.com/thread-6091528-1-8.html

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引用:
原帖由 zhangjingy 于 2009-12-11 14:40 发表
前些日子一直关注官方BLOG和B3D对这个技术的消息,CELL果然强大。
我说前些日子怎么不见天师,天师果然是上复读班读天书去了

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技术贴,TG难得一见

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PS3版又悲剧了~~~连光影纹理都没了,,,楼主发这帖对神机又是活生生的鞭抽啊!!

[ 本帖最后由 神话传说完美版 于 2009-12-11 15:01 编辑 ]

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这代没戏了,拆东墙补西墙的

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看新闻还不成熟 貌似连ui界面都给模糊了 233

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这aa还不如不aa
直接把画面给整糊了

再者抗锯齿真那么重要么?
反正大家都知道是在玩游戏

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其實LZ沒有提一點
那就是PS3版禎數又杯具了

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