Procedural forever <3
Lovely! Is this showing the new deferred rendering also?
Thankyou sir! Yes it is :)
I must say I abhor deferred rendering if not only because it makes good reflections and more importantly good antialiasing impossible. And I just can't stand aliasing.
My eyes have burnt from all this unremovable aliasing and blurry aliasing caused by smoothening filters pretending to be AA for too long now.
There's apparantly ways around these issues but I'm not a graphics programmer so I couldn't tell you them for sure.
Not that it doesn't look pretty, but every time I read about some developer discovering the wonders of deferred I have to sigh and roll my eyes and prepare for the pain of shimmering and jagged edges.
I really don't think you need to worry about that. Here's a discussion on deferred rendering with Josh's reply-
The only "good" antialiasing is supersampling, and that is feasible with any rendering technique. More importantly, MSAA is totally feasible with deferred. It's trickier, which is why you will not see all developers doing it (like me). But I was not going to use MSAA anyway (too much extra complexity for a small-time dev). For AAA studios there is no excuse for not having "good" AA in a deferred pipeline.
Also, it does not impact reflections.
MSAA only handles geometry, that doesn't mean it isn't good. As textures are of course handled by mip mapping. And there are techniques for handling shaders. Supersampling really becomes superflous when each of these cases is handled better individually.
I was under the impression that you just told the API that you wanted an MSAA surface to render to and the rest was handled by the driver? At least under forward rendering.
I also know that due to the immense size and expense of the g-buffer, having multiple g-buffers such as for rendering mirrors, rear views, camera projections etc. is not practical under deferred. This is the reason often cited for the lack of proper reflections in modern games.
Geometric aliasing is not the main issue, it is fairly easily handled by any of the depth-aware filters that exist. The issue is specular aliasing. Mathematically, AA comes down to knowing the magnitude of a signal's gradient. For rasterization and texture sampling this is relatively straightforward. Not so for the complex shading models that we use these days.
MSAA must be accounted for during creation of all render surfaces as well as sampling from them. Not saying it's too hard, just that I had no intention of dealing with it either way when geometric aliasing is not the big concern for me. But it's more than a driver flag.
Mirrors are expensive because they require rendering another view of the world. That will be as expensive as rendering the scene, no more no less. So it is more correct to say that the lack of proper reflections is due to the cost of re-rendering the scene, regardless of technique.
Anyway, primary point: deferred is not bad for AA. Lazy (or short-on-time) developers are bad for AA, present company included :)
Edge filters don't handle subpixel detail tho, which will result in a more unclear image regardless.
Exactly! That's why specular aliasing is the real problem - it's where the vast majority of sub-pixel detail occurs. It is so much more common for a piece of shading to be less-than-pixel-width than for a piece of geometry. Edge filters tend to look fine on geometry because geometry is hardly ever sub-pixel. Different story for shading, where edge filters make everything look blurry.
This is really our big problem in terms of AA at the moment and I hope the future present better techniques for dealing with it.. :|
There's a couple of different approaches to the problem, the main one I know of is LEAN mapping which was apparantly used to make the ocean look clean and smooth at a distance in Civ V.
I know I was stupid in my rash demand, but thanks a lot! This looks fantastic. Wow. Wallpaper!
No! You were right, it had been too long :)
what are the near horizontal white lines in the top left?
Those are commenters who complained about aliasing being shot into the local star.
Nothing to see here, move along. =)
Dude your work is awesome to see. Lovely how you manage to make this only by yourself. I have a Question: Will there procedural major events like a meteor shower rain on a space colony. You don't have to interact but maybe you get the distress call for help and you have the choice to help them or maybe rob them while there undefended.
Well, in Independence War II, you relatively often witness events where raiders attack unarmes freight ships. They call for help, and if you do save them, they thank you and then fly off. If you, however, wait for the raiders to finish their job, you can salveage the containers that are left drifting in space. It's entirely up to you to decide what you do.
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