"God Help us when our lives are in the hands of engineers."
- Ian Malcom, Jurassic Park
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New selective supersampling demo
Monday, February 6, 2006 | Permalink

Here's a demo that shows how to do application side supersampling in the shader at much lower performance cost than normally associated with supersampling.

I've made pretty substancial updates to the framework, which for instance made GameEngine2 break (still haven't debugged it, but will do that in the coming days). So if you plan on compiling any older demos, keep your old copy of Framework3 around for now.

2006-02-08 update:
I added dynamic branching to the sample. The cost of supersampling is now even less. 4x only reduces performance to 77% instead of the previous 60%. The 11x mode is now at 55% versus previous 31%.

2006-02-11 update:
I've now fixed the GameEngine2 problem, plus fixed a couple of bugs I found during this process. I also recompiled the older demos based on Framework3 and uploaded new versions so they also got the interface update (you can now select your own keys).



Enter the code below

Tuesday, February 21, 2006

I thought it might be a simple Antialiasing setting. I just didn\'t know exactly where to look in the registry.

Removing the "AntiAliasSamples" entry and restarting the demo worked.

Thank you.

Wednesday, February 22, 2006

Why did you use SM3? Is there no way to realise it with SM2 / SM2.0b? I have an ATI X850 and thus it won't work...

Wednesday, February 22, 2006

Schmackbolzen branching appear only in SM3.0

Wednesday, February 22, 2006

Thanks for the answer Daemon. This raises the question how many other features I gonna miss. Does anybody know some facts or maybe a link where I can find some answers? I always thought SM3 was more an optimized SM2.0b with less new features than language tweaks.

Wednesday, February 22, 2006

The main reason for using PS3.0 is that I need gradients. They are not available in PS2.0b. Dynamic branching is only there for performance.

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