Results 1 to 6 of 6

Thread: Transparency Antialiasing

  1. #1
    Join Date
    Dec 2008
    Posts
    112

    Transparency Antialiasing

    Hi friends,
    I want to know about the Transparency Antialiasing on Nvidia introduced by GeForce 7800 GTX and GT. Since, I am not having much deep knowledge about it, I am expecting some needful help from you guys. Please tell me the settings that are required for the Transparency Antialiasing. Hope that someone hanging out there would be interested in helping me soon.!!

  2. #2
    Join Date
    Oct 2008
    Posts
    107

    Re: Transparency Antialiasing

    By observing systems that support future betas ATI GPUs we noticed a new option called Adaptive antialiasing and had presumed it was a function reserved to the range and similar to X1xxx Transparency antialiasing on Nvidia introduced by GeForce 7800 GTX and GT. These FSAA modes allow you to filter objects from simulated alpha testing, such as fences, gates, etc. leaves. A No Information from Beyond 3D however remarked that this option was already in the Catalyst 5.9 and was working on all DX9 GPUs.

  3. #3
    Join Date
    Apr 2008
    Posts
    142

    Re: Transparency Antialiasing

    To enable Adaptive AA, simply change a key to the registry. Unfortunately we can not provide you. Reg since the exact address varies from one machine to another. To know where to go in the registry, you just open the Catalyst Control Center, go to Information Center, Software and identify 2D Driver File Path. You will then go into the branch to 0000 and change the entry ASTT_NA 1 to 0 (or create "value chain") and then reboot. A new option will appear in the Control Panel antialiasing.

  4. #4
    Join Date
    Oct 2008
    Posts
    114

    Re: Transparency Antialiasing

    I think that you need this for sprite heavy games. The games like Half-Life 2 or Lost Coast. Measured on our demo in Lost Coast and in 1600 x 1200, antialiasing performance clearly settle for 4x mode. Of course, the 8x Quad SLI is just as powerful but it is only due to the fact that drivers do not allow him to speak more effectively outside the SLI antialiasing modes. In practice and when the drivers are ready, Quad SLI will show interest in playing in FSAA 4x 2560 x 1600. The cost of Quad SLI is not justified in our view simply to spend the FSAA 4x FSAA 8x. It is possible to enjoy this small gain in quality of older games while still in high resolution but again the cost hardly seems justified.

  5. #5
    Join Date
    Dec 2008
    Posts
    120

    Re: Transparency Antialiasing

    • The SSAA (supersampling antialiasing) - This is the best filter for everything that they filter a scene (edges of objects, the interior textures, textures alpha, etc. ...). So also the most resource-intensive. The filter works by taking the image of a 3D scene, then double, triple, etc. ... (depending on the setting (2x, 3x, 4x, etc. ...)) resolution then reduces to the resolution screen. In the case of a 4x image is 4 times greater then has 4x more pixels. The staircase effect is 4x larger and the colors of its 4 pixels will be mixed to obtain an average color. This color will then be present in the final image and will replace the original color.
    • The MSAA (multisampling antialiasing) - Filter calculating multiple images of a single 3D scene and the shifting of one or 2 pixels. The pixels are shifted only those contours of objects. Then he superimposed the images and calculates the average value of color pixels. Its setting (2x, 3x, 4x, etc. ...) represents the number of images that must shift and overlap. The rest of the object remains unchanged. It is called aliasing geometry or a more generic term: Edge FSAA, resulting in the FSAA contour. It is much less resource-hungry than its predecessor.

  6. #6
    Join Date
    Jan 2009
    Posts
    125

    Re: Transparency Antialiasing

    Associated with the SSAA, MSAA, or FAA, it will increase the filtering (x2 -> 4x) by not calculating an image of 2. This "cheating" is valid only in games where you have a lot of FPS (over 50). The technique is based on the persistence of vision that when you have the game well fluid, you can not see the difference and deceives you. Note that if this option is enabled, it is preferable to enable vertical sync too. Filtering method applied on a FSAA and filtering to simulated objects from texture alpha, such as fences, gates, etc. leaves. Indeed, these objects are very thin in thickness depending on the angle and Adaptive antialiasing can take better account of these objects. Filtering this on ATI cards.

Similar Threads

  1. 3D performance on the resolution and antialiasing filter
    By Jaabili in forum Monitor & Video Cards
    Replies: 7
    Last Post: 16-10-2010, 05:00 AM
  2. HD 5870 Tri-fire DX 11 performance and Antialiasing scaling
    By Jensen Ackles in forum Monitor & Video Cards
    Replies: 6
    Last Post: 21-07-2010, 05:53 AM
  3. How to get image transparency
    By RyanInt in forum Software Development
    Replies: 3
    Last Post: 26-11-2009, 04:29 PM
  4. PNG transparency problem in Vista
    By Kieran in forum Customize Desktop
    Replies: 2
    Last Post: 28-02-2009, 12:52 PM
  5. PNG transparency in internet explorer
    By Rixwel in forum Technology & Internet
    Replies: 6
    Last Post: 19-02-2009, 11:45 AM

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Page generated in 1,726,849,438.88339 seconds with 17 queries