Hi all,
I've been experimenting with porting
FXAA and
SMAA anti-aliasing into the GG shader suite.
FXAA seems to be working OK, but if anyone wants to check it for themselves that would help me (it may crash on different resolution, set-ups, think it should be OK, but not sure). And there are 'tuning controls' that affect speed/quality on different set-ups.
SMAA is a different beast and uses pre-computed textures to work its magic. I've got so far with this (I can see the edge detection working OK for example), but I'm fairly sure it needs an engine change to allow the pre-computed textures to be loaded into the post-process shader pipeline, so am leaving this for now until perhaps Lee has some inclination along with the community for post processing changes (there are other changes that would be cool in this domain too - allowing pass through variables from lua to the shaders being one - to allow different effects to be triggered in post process and other areas by lua scripting (think this was possible in FPSC)).
If you're interested in seeing if FXAA improves GG rendering for you I've attached a variation of the post-sao.fx file. This version replaces SAO with FXAA. To use, back-up/rename the original file in effectbank\reloaded, then drop the attached file in its place. Start GG and 'tab tab' to make sure the bloom and SAO intensity sliders are above zero.
Here's a side by side of the difference I see:
Cheers.