View Full Version : In Game AA And Avisynth AA
zippyweeda
28th September 2012, 23:45
Hi,
Is it possible to get this type of anti aliasing:
(http://desmond.imageshack.us/Himg717/scaled.php?server=717&filename=42963203.png&res=landing)
via a script or something if in game AA is not turned on?
Here is the picture with no AA:
(http://desmond.imageshack.us/Himg546/scaled.php?server=546&filename=noner.png&res=landing)
Cheers.
mandarinka
29th September 2012, 00:13
antialiasing in avisynth is different, because it can only post-process the picture, while the game can do it via super-sampling during rendering, which is better.
You could try this function: http://pastebin.com/BkuPFcJ1, it does anti-aliasing via NNEDI3rpow2, so it should handle pixelization -depending on the degree (lines close to horizontal/vertical can become problematic).
Asmodian
29th September 2012, 00:14
No it isn't. The video game knows where the edges of objects are and does extra rendering to get multiple samples to do the AA with.
Avisynth can only do AA with the image, like the FXAA or similar "shader" AAs that recent video card drivers do. You will notice that this AA is not as high quality.
edit: mandarinka was faster
zippyweeda
29th September 2012, 00:22
Oh I see, thank you for the answers.
SyntheticEmpathy
29th September 2012, 01:40
I'm actually surprised that there aren't any Avisynth Antialisers that simulate game AA. The only thing I can think of that would do good is masktools+line thinning script. Or overenhancing + blinddehalo.
Keiyakusha
29th September 2012, 07:44
Current AA approaches is as much as you can get from raster image antialiasing. Masktools and stuff, all of these ways to do AA is there for years. What simulation do you want? You want avisynth to reconstruct 3D objects by looking at image, then perform antialiasing, then rasterize things back?
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