Some people want to do that Crossfire Titan 4-way…
Everything I read people swear by the r9 series, and complain about the vram issues with nvidia, which might get fixed with DX12 support, but Nvidia is probably not going to do that for the Maxwell cards, and will focus on the Pascal cards… Thats’ really what I care about, so I really need to be smart with these purchases, as I’ll most likely sell one, or both for new ones. Granted if I get something like the 390, it will probably sell, since it’s a sought after card, even though it’s “low end.”
Well, in my application users use their own textures, and some might be really bad… But I guess that would depend on the texture… So if the texture is high quality we really don’t need Anti-Aliasing then? What about Anisotropic filtering?
No, that’s two different things that aren’t connected.
If you use a 4k monitor with high dpi (many pixels per centimeter) you can deactivate Anti-Aliasing. That’s one of the main advantages of these monitors.
Yes … and each year some new anti-aliasing-modes seem to appear. Recently there has been a new temporal AA mode new to the scene. I read an article about that, but got lost in “too much info”.
MSAA (multi sampled anti aliasing) is something that I can explain to everybody and it’s a very old technique.
The effect of those AA techniques is what others already said: It makes the edges of the rendered triangles softer. It does look less like a “staircase” and more like a “real line”, but usually “slightly blurred”.
The AA can be deactivated if many frames per second are more important than high graphics quality.
My game uses multiple lights, shadows etc (see here) so the JME’s stock forward rendering is too slow in such situations.
Sometimes you need to do some work instead of replacing graphics card with better one. This is not an optimization, every time you need to take care about fps and performance. To be sure that even cheap home computers can run your game smoothly. You cannot write “buy better card” to any player with decent hardware. So it is very important to run every test on computer similar to your target platform.
You cannot compare your game with such titles. Latest games from big studios have their requirements, their creators does not really care if your hardware is good enough. They does not care about poor players.
You, as an indie developer can’t do this way, don’t even try! At least until you make a game with quality comparable to the latest ‘big titles’
Of course, the minimum requirements must be defined, and it must be equal to the quality of the game, not to the lack of the game developer’s programming skill.
It helped but only for 50€, I was too slow. You have no chance anymore with this.
With stall driver I mean: You have installed Driver A for GPU A and Driver B for GPU B. When you only plug in GPU A, Driver B simply does nothing because he knows its GPU isn’t detected.
And as others said AA isn’t about texture quality. Texture Quality is about how pixelish your world will look.
I hate people saying phrases like this but try to simply google that techniques to see if you need them:
Not JME related but shows how powerful wikipedia is
They discovered that thing in 1968
Deferred Pipeline is currently in the works by some jme user and might be painlessly integrateable sometime but for now you shouldn’t really care about it because it’s really the holy grail.
As for VRAM and such again: If you don’t want to make AAA/Unity-Style/UDK/CryEngine Games but rather some indie look you shouldn’t care about your VRAM that much.
If you want to kick JME to the max, then you could
But even with a 4k monitor, if the texture is 800x600 or some tiny ass amount, it should still be blurry and thus need AA, right…?
Really odd there are so many of them,… Granted that’s what happens, everyone has their own tech, that is “seemingly better…”
I understand what AA does, it’s a “smoothing” of the edges, probably using something like integration and bunch of OpenCV techniques.
Interesting, have any links to doing it yourself or whatnot? I have some Shadows, and will be implementing more lighting, but not too sure how much is “too much,” like in your case…
Yeah, I want to optimize, and working on that now. I don’t know all the greatest, and latest techniques for doing it though (is there a site I can look at, or some sort of guide)? I know I have some things to fix, but I’m not sure how much I can do.
One issue is that one of my applications is geared towards businesses, and not gamers/home users, so I don’t think a business will actually go out and buy a card for one computer to use the application, so I really need to make sure it’s working at max awesome, granted it seems as long as you drop the scree resolution and such, it “can work,” but I want to get it to work with the best settings possible for these people, but I doubt they would use anything besides “integrated” GPUs, but I could be wrong??
I’m curious though, my GT550m, how would that compare to the integrated Intel Graphics that today’s computers have? Granted I dont’ know if they have 5 year old computers either…
Yeah, al ot of this big games don’t care at all, and have horrible memory leaks and optimizations sometimes…
I definitely want to do as much as I can myself though!
Thanks for the info, hmm… Don’t want to pay for anything, but I could just uninstall and reinstall drivers if need be…
There are a lot of cool discoveries that were discovered many years ago, and still in use. The computer world is an interesting one!
For the Business thing: does it need to be realtime or would you better have it Rendered once and then played back? Not sure how to do with jme though.
You still didn’t get AA: it is unrelated to textures. Even an untextured quad could have that, every Single line has that.
And shitty textures will look shitty. Not blurry but pixelish (when your area is big ofcourse. For small things like particles you don’t need huge textures)
AA can relate to textures,
some AA techniques do the sampling on sharp alpha urves (aka discard) as well, to smooth stuff like 2d fence textures.
Anyway Temporal AA is the most interesting one, and actually I did experiment with the similar temporal Shadows a few years back in jme (back when the shadows were not stabilized) with medium results
Yes, I thought of that too. But given how the discussion about AA started and the clear misconception I saw, I did omit that thought to not make things even more complicated…
well, to be fair, Linus said that about the open source part of the nvidia drivers support. The binary (close) drivers provided by Nvidia are actually high quality and work pretty well on linux. Personally, I really never had a problem with them.
Still deciding what I should do in terms of graphics card, especially since the whole idea changes now that I don’t think the target audience would even have graphics cards…
How well will JME run on integrated graphics? Obviously a hard question if you don’t know the world I’m creating, but just as an overall question for lets say a smaller world/game???
I guess also, I should ask which features will have the most impact on performance? For example we were talking about all this AA and filtering crap, so I’m assuming that’s heavy impact on performance? I also use SSAO for some shadowing, which I assume might eat some performance…
Maybe I should make a new thread for this new question(s)?
Thanks!
Yeah I prob should go read up on these techniques again, been awhile : p…
I also need to know who decided the name should be “anisotropic” seriously, that’s such a tongue twister to try and spell out LOL…
It seems that a lot of these techniques are from OpenCV, that gets used in OpenGL?
The techniques are usually like 100 years old math/art porn.
Opencv and opengl and shaders just use them as nowaday the cards are powerfull enough for this.
My game runs fine on an newer intel onboard, so i have no real issue with this.
And it runs with around 0.5fps with pure software rendering :chimpanzee_rolleyes: