Creator of the smoothing method of NVIDIA FXAA instructs us about your work
Timothy Lottes Nvidia is the employee responsible for the development of fxaa ( Fast Approximate Anti-Aliasing ), new smoothing method that comes to appear before AA or MSAA, both for Windows and for Linux, Mac and PS3 and XBOX. This person now hear details that clarify the purpose and the scenarios where this tool runs better.
Reportedly, FXAA is not intended to completely replace MSAA or CSAA, but is a viable alternative in cases when the computer is not powerful enough to move these filters. For example, it is recognized that 4xMSAA FXAA looks better than on a powerful machine, since FXAA quality is limited by the way it has been designed, which is bearing in mind its execution performance in smaller equipment.
Another important detail is that this filter works best on edges that have some degree of inclination, looking worse when the lines are close to being completely horizontal or vertical. Furthermore, it is clarified that FXAA was not created to work alongside other filters as MSAA, although certain game developers have wanted to include both to work in unison.
On the other hand, we also know that FXAA comes as a package for developers who implement them directly in their games, however, NVIDIA also provides this filter through their drivers (drivers), which applied so different in the filter built into games simile: if by drivers, FXAA run even before the game starts full screen, rendereando also elements of the program user interface, such as text, it would be softened.
Finally, this test or benchmark reveals the impact on performance than FXAA enabled means, being the red bar the number of frames per second (fps) achieved without the filter, while the filter is blue because:
Link: NVIDIA FXAA Anti-Aliasing Performance (Phoronix)Tags: AA, CSAA, filter, fxaa, MSAA, Nvidia, smoothing, Timothy Lottes