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» 家用機的4xMSAA己經過時了, CELL將更高質素的MLAA帶給戰神3 转A9
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家用機的4xMSAA己經過時了, CELL將更高質素的MLAA帶給戰神3 转A9
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发表于 2010-3-4 01:00
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[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/articles/digitalfoundry-saboteur-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
MLAA
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(morphologicalantialiasing)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GPGPULarrabee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。
========================================================================================================================
===================================
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 thehugely respected God of War team, got in touch to set us straight onthe technical background to the effect seen in The Saboteur. Christer'sknowledge on this subject obviously far outstrips our own and he tookissue with several points in yesterday's article, which you can stillread in full below this update.
Firstly, the definition of
MLAA
isn't in keeping with the basic outline of the technique as it has beendescribed by some Pandemic staff, and it is almost certainly anextension of the edge-filter plus blur technique seen in severalcross-platform titles already. As Christer says, "the qualitativedifference comes down to
how
you edge-detect and
how
you 'blur'."
Thescreenshots may not be showing MLAA, and it's almost certainly not atechnique as experimental as we thought it was, but it's certainly thecase that this is the most impressive form of this type ofanti-aliasing we've seen to date in a console game. Certainly, as wealluded to originally, the concept of using an edge-filter/blurcombination isn't new, and continues to be refined.
This
document by Isshiki and Kunieda published in 1999 suggested a similar technique, and, more recently,
AMD's
Iourcha, Yang and Pomianowski suggested a more advanced version of the same basic idea.
Interms of the effectiveness of luminance for determining edges, Christeralso pointed out that the pixels we've highlighted as causing problemsfor edge-smoothing in The Saboteur aren't a product of red meetingblack, but actually brown and red - similar in terms of luminancevalues and thus more likely to cause that particular artefact.
It'sfair to say that in our excitement about the level of image qualitydisplayed in The Saboteur, we were off-beam to be so definitive aboutMLAA as the technique being used, but it is still a great example ofthe SPUs being used to do post-processing work more traditionallyassociated with the GPU and, in this case, producing arguably betterresults than the more generally accepted MSAA solutions built into thegraphics hardware. Thanks to Christer for getting in touch.
Original story
:If there's one element of multi-platform development that comes uprepeatedly in our Face-Off coverage, it's the implementation ofanti-aliasing on current-generation HD consoles.
It's often thecase that the Xbox 360 version of a game features edge-smoothing, whilethe 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 theprocess.
None of these options are particularly attractive (thoughquincunx has its place in certain scenarios), and neither is blurringthe entire screen, which other people do; the so-called Vaselineeffect. However, recent games like Brutal Legend and Overlord II onboth console platforms have tried out another technique - seeking outjust the edges themselves and blurring them, leaving texture detailintact. It's better than nothing but still not actually
that
good.
ThePS3 rendition of Pandemic's The Saboteur is different though. It'sspecial. It's trying something new that's never been seen before onconsole, or indeed PC, and its results are terrific. In a best-casescenario you get edge-smoothing that is beyond the effect of 16xmulti-sampling anti-aliasing, effectively delivering an effect betterthan 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 onboth versions of the game. It's interesting to point out that both Xbox360 and PC versions of The Saboteur have no support for anti-aliasingwhatsoever. It's just the PS3 owners that get the love, for reasonsexplained later. While the lack of AA in the Xbox 360 version is a bitdisappointing, for the purposes this piece it's a bit of boon as iteffectively gives us a "before and after" means of better understandingthe PS3 technique.
TheSaboteur on 360 has no anti-aliasing, making it a good comparison pointup against the PS3 version with its new edge-smoothing technique. Thedifference in lighting, along with other matters, is something we'llcover in the next Face-Off.
So how is it done? Well, in the comments section of one
US PlayStation Blog post
,Pandemic's Tom French talked about "using the SPUs to do a full-screenFSAA filter". The satellite processors within the Cell chip areexcellent for extremely fast processing of limited batches of data,making them perfect for the task at hand, which is to process theentire framebuffer seeking out all edges and then blending them.
Posters on the
Beyond3D forum
soon began to investigate. It's a technique initially put forward by Intel, but best described with examples in
this blog post
which shows the real potential of the technique, and how it compareswith the Brutal Legend method of edge-blurring. There is no realcompetition here. The so-called morphological anti-aliasing (or MLAA)seen in The Saboteur is leaps and bounds ahead of anything we've seenso far when it works in optimum conditions.
Being experimental, itdoes have its drawbacks. When edges in-game are one pixel or less thanone pixel in thickness, the edge-detection technique doesn't reallywork. Pandemic also subjects the entire, completed framebuffer toanalysis - including the HUD elements - so there is often artefactingon the text overlays. This is probably unavoidable in this game: whilethe GPU starts to draw the next frame, the SPUs are busy with the AAand for that situation to take place the completed frame will need tobe analysed.
Pandemic is keeping mum on the AA technique, thoughsome tidbits have apparently leaked from the developers on the NeoGAFforum. According to these posts, the filter is applied to the luminanceof any given scene. It's a really clever way to maintain speed, but onthe other hand, some colours - red and black for example - have similarluminance levels, so the filter picks up the majority of edges butmisses others. Additionally, in some cases there are some interesting"fuzzing" issues on edges, which without some more illumination fromthe coders is very difficult to explain. Perhaps it's simply the effectof processing a motion-blurred screen?
Whilethe edge-smoothing properties are astonishing, it comes at the cost ofa few artefacts as you'll see by clicking on each thumbnail. Thankfullythey barely impact on the quality of the overall presentation.
Overallthen, what we have in The Saboteur on PS3 is very much an experimentaltechnique, and you get the idea that the base visuals suit thetechnique well. In playing the Xbox 360 version, the level of "tehjaggies" isn't exactly a major issue; the game lacks high-contrastedges, and is pretty soft in general. In this environment, the MLAAtechnique employed by Pandemic works beautifully and in most cases youreally need to look hard for the artefacts. But they are there, and youwonder how well the technique would work on higher contrast games likeBattlefield: Bad Company 2, Halo 3 or the almighty Uncharted 2 wherethe MLAA would really have its work cut out.
In the meantime, whatwe have is something that's new and genuinely exciting from a technicalstandpoint. We're seeing PS3 attacking a visual problem using a methodthat not even the most high-end GPUs are using. You can't help butwonder whether MLAA, in combination with MSAA and a filter to weed outthe artefacts, couldn't be hardware-integrated in the next generationconsoles.
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 computationallyexpensive the technique actually is on the SPU, and how it can berefined still further, and that's where our knowledge hits a brickwall. If any ex-Pandemic staff want to share more on the MLAAimplementation, feel free to get in touch...
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