Question about filter post processor and antiSampling

I was looking up on how to get the a user’s screen’s frequency and found this

http://books.google.com/books?id=ZcXpX8ChttwC&pg=PT622&lpg=PT622&dq=how+to+get+user’s+screen+refresh+rate,+jmonkey&source=bl&ots=PUShG1Aitf&sig=n23vMoOtum1IPQnkVaETk20S760&hl=en&sa=X&ei=J3VNU9jZHcOZ2QXu_4GYDQ&ved=0CEgQ6AEwBQ#v=onepage&q=how%20to%20get%20user’s%20screen%20refresh%20rate%2C%20jmonkey&f=false

I found a lot of good info here, but one thing is says, as a tip, is to add the antisampling to the fpp.

I have an SSAO(Ambient Occlusion) fpp and when I add the setNumSampling to the same as my global (4) I get extreme slowness in my game. panning the cam is super slow, moving, etc…

I don’t think I need to antisample the ssao but I wanted to ask just to make sure and see what others have to say.

Thank you,

~Jason

AA is slower than non-AA. Slow things will be much slower with AA on. SSAO is slow. SSAO will be much slower with AA on. This could be what you are seeing.

Note also that if you have AA set and don’t pass the number of samples to the FPP then you basically get no AA at all but still have the cost of it.

@pspeed said: AA is slower than non-AA. Slow things will be much slower with AA on. SSAO is slow. SSAO will be much slower with AA on. This could be what you are seeing.

Note also that if you have AA set and don’t pass the number of samples to the FPP then you basically get no AA at all but still have the cost of it.

I’ll need to see if there is much of a difference with ssao on/off but with aa on it’s super slow. I don’t even have a huge game and it’s slow so I’m curious is there anything to do about that or…?

AA has to do with smoothing edges and such correct? So if you have a lot of “rough edges” will it cost more than if you have more rounder/smoother edges to begin with or is everything effected equally???

@KonradZuse said: I'll need to see if there is much of a difference with ssao on/off but with aa on it's super slow. I don't even have a huge game and it's slow so I'm curious is there anything to do about that or...?

AA has to do with smoothing edges and such correct? So if you have a lot of “rough edges” will it cost more than if you have more rounder/smoother edges to begin with or is everything effected equally???

Conceptually, AA works by rendering more pixels than needed (higher resolution) and then down sampling. So it’s like you are rendering an image with way more pixels.

Google found this in 2 seconds: What is anti-aliasing in video games? | Yahoo Answers

So, anything pixel/fragment limited is going to be that much slower with AA. I want to say it’s 4 times slower with x2 and 16 times slower with x4 and so on (doubling and quadrupling resolution, respectively.)

@pspeed said: Conceptually, AA works by rendering more pixels than needed (higher resolution) and then down sampling. So it's like you are rendering an image with way more pixels.

Google found this in 2 seconds: What is anti-aliasing in video games? | Yahoo Answers

So, anything pixel/fragment limited is going to be that much slower with AA. I want to say it’s 4 times slower with x2 and 16 times slower with x4 and so on (doubling and quadrupling resolution, respectively.)

Thanks!

I forgot to edit and say that with 2x it seems fine, so I might just go with that.

@KonradZuse said: Thanks!

I forgot to edit and say that with 2x it seems fine, so I might just go with that.

Yeah, I’d expect the difference between 4 times as many pixels as needed and 16 times as many pixels as needed to be pretty significant. :wink: