The Anti-Aliasing Effect
How developers are battling the jaggies.
One of the most important elements in overall image consistency within console games has to the implementation of anti-aliasing - the process of smoothing edges and mitigating or eliminating the dreaded "jaggies". Both PS3 and Xbox 360 have AA technologies built into their respective GPUs, but as the console generation progresses it's becoming clear that for many games there are simply not enough system resources available to anti-alias images using traditional techniques. Developers are beginning to look beyond the hardware solutions and come up with their own methods. Some work well, some look awful, but it's all evidence of game-makers looking to eke out as much performance as they can from the current fixed architectures.
Before we continue, it's worth pointing out that aliasing doesn't just apply to dodgy-looking edges; it can also extend to other artifacts when rendering with texture and shaders, including moiré patterns and specular aliasing. However, the process of edge-detection and blending is the basis for this piece.
From a hardware perspective, edge-smoothing on Xbox 360 should theoretically be entirely "free", with the GPU doing the work for the developer. However, limitations in the on-die eDRAM memory stop that from being the case unless you opt for a sub-HD resolution (cases in point: Ninja Gaiden 2 and Modern Warfare 2). The memory requirement means that additional processing is required to implement anti-aliasing on 360 at 720p. For the PlayStation 3, running at a disadvantage in terms of bandwidth and memory, handling anti-aliasing is more difficult - hence this element being cut down in so many of the cross-platform games Digital Foundry looks at for the Face-Off comparison pieces.
PS3 is curious, however, in that it has hardware support for two widely used AA techniques. We've discussed MSAA already, but quincunx AA is the other most frequently implemented technique. Unique to the NVIDIA hardware, it uses approximately the same amount of resources as MSAA but produces superior edge-smoothing at the expense of adding a blur to the entire screen. The use of quincunx and the impact on overall image quality varies game by game - intricately detailed textures will suffer much more than a more flat, anime style of art. However, this Assassin's Creed comparison of 2x MSAA up against quincunx demonstrates both the edge-smoothing advantages and the detail blur.
Colin McRae: DiRT 2 is an interesting example of how quincunx can be used to produce a look very close to the full-on 4x MSAA that can be extracted from the Xbox 360's Xenos GPU. The range of post-processing effects used in the EGO engine seem to suit quincunx as a "lighter" alternative to the 360's more precise but more memory-intensive solution. In short the game achieves some level of its realism from the motion blur employed, and in this case quincunx's less impressive side effects are integrated into the overall art scheme. Killzone 2 does the same thing.
The visual make-up of DiRT 2 makes the difference between MSAA and quincunx less impactful. The games look very close indeed.
The memory and bandwidth implications of the established hardware techniques can be seen as rather heavy, with game-makers looking to redirect that GPU effort elsewhere. That being the case, we have seen a number of customised anti-aliasing solutions in games such as Overlord II and Call of Juarez: Bound in Blood. We've also seen some fairly primitive edge-smoothing solutions that simply seek out the polygon edges and then blur them. Brutal Legend is a case in point.
A growing number of games are using their own custom anti-aliasing solutions, including UFC, Call of Juarez: Bound in Blood, Overlord II and Brutual Legend.
"We have elected to use our own solution because hardware MSAA cannot be used while rendering using multiple render targets," says Call of Juarez lead shader programmer Maciej Jamrozik. "Another reason against going for hardware MSAA was the fact that it only smooths edges of geometry but not edges generated with alpha-test. The latter are prevalent in our titles, especially through the vegetation system. In addition to that, hardware MSAA requires extra memory which is a priceless resource especially on consoles. Finally, on Xbox 360 there’s the issue of buffer resolving which also reflects upon final performance."
Developer Techland went for its own custom anti-aliasing solution that copes with transparent objects, and has a lower impact on system resources while at the same time producing an effect fairly close to hardware MSAA. Not only that, but the support for multiple render targets means that their system would work in a deferred rendering engine, as seen in Killzone 2. Guerrilla Games actually added a more traditional forward renderer on top of its deferred tech partly to accommodate effects like anti-aliasing. The Call of Jaurez makers are in effect cutting out the middle man.
The recent release of The Saboteur by Pandemic revealed one of the most interesting uses of custom anti-aliasing seen to date. While it's said that the technique used was a simple case of finding edges and blurring them, the overall result is a huge increase in image quality over other examples. The algorithm runs on the PS3's SPUs, locating edges through luminance and then applying multiple passes of blending to give results that look absolutely phenomenal.
You may also like...
-
Face-Off: Final Fantasy 13-2
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Face-Off: The Darkness 2
-
Metal Gear Solid: The "Lost" HD Remasters
-
Face-Off: SoulCalibur 5
-
Retrospective: Star Wars Episode I Racer
-
Game of the Week: Catherine
-
Who Killed Rare?
-
Mobile Controller Group Test
-
The Story Behind XBLA's Biggest Game
-
Retrospective: Grim Fandango
-
Why Devs Owe You Nothing
-
App of the Day: Ascension: Chronicle of the Godslayer
-
Gotham City Impostors Review
-
Kingdoms of Amalur: Reckoning Review
-
EA evaluating FIFA Street features for FIFA 13
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
The Darkness 2 Review
-
Mass Effect 3 Demo: The First 20 Minutes
-
Catherine Review
-
Grand Slam Tennis 2 Review
-
App of the Day: Sir Benfro's Brilliant Balloon
-
Ultimate Marvel vs. Capcom 3 Vita Review
-
Catherine launch trailer is looking saucy
-
One Piece: Unlimited Cruise SP Review

















Comments (53) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Great stuff.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I like my Sats because DF articles tend to come out
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
The more vexing factor is when it causes thin lines of a dark against light colour, or vice versa, to flicker in and out, but this is still shown in the filitered versions of bad company 2 anyway.
Comment below viewing threshold Show
360 has GPU 'easy' AA but sub 720p when used iwth 10 MB EDRAM
PS3 has CPU easy Qx but EG does not like the blur - not mad on it myself
PS3 has SPU AA that does not impact performance if devs can be bothered
The cheap edge filtering that works on static images is new, but looks limited on movement.
3 pages summed in 4 lines. whats with the disagrees, just summem up the article..which does repeat allot in most reviews...
Comment below viewing threshold Show
Comment below viewing threshold Show
It's the total opposite of todays consoles, which promised pc-equivalent graphics they pathetically try to achieve, which just leads to the limitations being glaringly obvious plus problems with playability.
Comment below viewing threshold Show
Is this an issue with using the SPUs instead of the GPU for anti-alisasing? Generally, I think you'd pass the render off to the render target before GUI elements were added, so that they're not included in anti-aliasing, but I'm guessing this usually is GPU-bound as a result of the programmable pipeline? I'm not really sure that should be the case.
Comment below viewing threshold Show
Comment below viewing threshold Show
The custom AA used in the PS3 version of Saboteur looks astounding when put against the jaggy 360 version but I thought it was less noticable in the actual gameplay footage. The processed footage of other games makes them look higher resolution and less rough, in fact they look more like the PC versions in the case of Red Faction Guerilla and Mirror's Edge. Impressive.
Comment below viewing threshold Show
Same goes with multi-core CPU development , PC games have been built with dual core for a while now where as using all 4 cores has been largly ignored with some exceptions (GTA4 for example) but if they are trying to get them to run on the consoles then will be optimised for multi-core.
Comment below viewing threshold Show
When the cpu calculates geometry you basically have a wireframe with all the edges, can't you just blur every triangle/polygon?
Comment below viewing threshold Show
Comment below viewing threshold Show
I've often wondered why ATI haven't included eDRAM on their PC cards, if they used enough memory for a buffer size capable of holding a 1080p image with 8x anti-aliasing I would think it would be a significant advantage over Nvidia for them. I know it would boost costs, but when you've got the best performance, people will usually pay!
Comment below viewing threshold Show
Comment below viewing threshold Show
Being a completely ignorant soul for the programming side of gaming, but having just upgraded a PC to be able to run at a resolution higher than 1024x768 (Go me!) I can safely say that the higher the res, the more apparent jaggies become.
At the lower res, it really doesn't matter if you have AA on as the number of pixels prevents seeing the 'crappy bits' when zoomed out, for instance, is so low that it doesn't matter. Once you start making the screen all crisp and smooth, the edges become a real annoyance.
I've gone from 'why the hell would I want to slow down the game even further for a minor upgrade to graphics?' to 'God I wish I could boost the AA to 4x'.
Comment below viewing threshold Show
Huh?? Low resolutions make jaggies MORE apparent. Why? Because when you're running 640*480, the pixels are the size of bricks. At 1080p, they're better able to approximate diagonal lines/circles and stuff, leading to smoother edges. Now, if you mean the fact that LCDs upscale low res graphics and smother everything in massive blurry goo, then yes, the jaggies are less apparent. The problem is, EVERYTHING becomes less apparent.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
To me, by far the most important thing is resolution (on the PC, for instance), followed by high-quality texture filtering - has to be 16x anisotropic at high-quality! A road stretching off into the distance but blurring out after a couple of feet because of poor texture filtering looks *really* jarring.
Comment below viewing threshold Show
Read the artcile, the article says the 360 can do MSAA through its EDRAM much easier than the Ps3 GPU but the free implemented MSAA on the GPU chip has to be sub HD to fit int the 10 MB frame. I just summed up the points. Of couse Xbox can do AA at any resolution but it takes moe power an not so 'free'.
Its a benefit of the 360, and if you were not such a fanboy, you would see a potential solution to all consoles on next gen could be having say 20 MB of EDRAM, then the console could do MSAA at 720 with no impact.
Try getting all consoes fanboy, would not be without Halo firefight, Crackdown (have 2 xboxes) or MGS4 / Uncharted 2 survival (have 2 Ps3s).
Xbox multiplats are usually better with the EDRAM for graphics, Sony first party more impressive when heavy SPU's are used.
Shame Xbox does not have so many SPU's (and M$ willingness to put first party effort in), and shame PS3 does not have a better GPU so easier for the 3rd party devs....
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Hmm, now I come to think of it, it's probably because I can now run higher detail textures rather than the resolution itself that's causing the AA rage nowadays.
Damn it! I maybe should think a little harder when submitting a reply. Oh well, it's not like I haven't been completely and utterly wrong before. :-D
Comment below viewing threshold Show
...but the the transistors, heat-sinks and fans are so damn sexy.
Comment below viewing threshold Show
Comment below viewing threshold Show
شباب اليوم|
اخر الاخبار|
اخبار|
مدونة جحا|
اخبار الجزائر|
اخبار السعودية |
اخبار الامارات |
اخبار مصر|
2lex|
اسلامي 575;ت|
افلام كرتون للاطفال|
برامج|
دروس|
فيديوه 575;ت مضحكه|
games|
software|
Audio & Multimedia|
Graphic Apps|
Web Development|
System Utilities|
Security & Privacy|
Network & Internet|
اخبار الاقتصاد المصرى|
اخبار الثقافه المصرية|
اخبار الحوادث المصرية|
اخبار الرياضة المصرية|
الاخبا 585; المصريه المحليه|
قضايا مصريه ساخنة|
اخبار الاقتصاد الجزائرى |
اخبار التكنولو 80;يا الجزائري 07;|
اخبار الرياضة الجزائري 77;|
اخبار الثقافة الجزائري 77;|
اخبار طبية جزائرية|
اخبار الاقتصاد السعودى|
اخبار الحوادث السعودية |
اخبار الثقافة السعودية |
اخبار سياسية|
الاخبا 585; السعودية المحلية|
اخبار الاقتصاد الامارات 09;|
اخبار الثقافة الامارات 10;ه|
اخبار المجتمع الامارات 09;|
راى ودراسات|
اخبار الرياضة الامارات 10;ه |
احدث الاخبار|
اسلامي 575;ت|
برامج الكمبيوت 85;|
المراه والاسرة|
العاب|
رياضة|
منوعات|
فيديوه 575;ت|
مكتبة الموبايل
برامج|
اخبار جحا|
اخبار الحوادث|
اخبار العالم|
Comment below viewing threshold Show
Metro 2033 uses a kind of MLAA solution (morphological + other) for every frame to achieve smooth edges with compute shading. This can be used together with MSAA for icnredible jaggy reduction. It will work on DX10 Nvidia cards (assuming use of CUDA GPGPU for this) and probably on DX11 cards if they add DX11 support.
Comment below viewing threshold Show
A bit more efficiency out of hardware due to API overhead on PC and often much worse porting jobs than the console version jobs. However visuals still looks much better even with old 2006 year hardware like the 8800GTS and E6600 dual-core CPUs are far more powerful even with API overhead and API limitations. Allowing you much higher res, AA, anistropic filtering and that PC versions generally have higher detail settings. For many multiplatforms console version would equal low-med with some high bits.
But as seen MLAA is interesting but still leaves a lot to be desired. While some surfaces are very smooth others are jaggied and transparencies looks worse. That would mean fooliage, fences, particle effects etc. Better than nothing with MLAA but far inferior to the uniform clean image you get with say 4xMSAA and 2-4xTSAA which is pretty standard and playable even on budget GPUs (80-100$) with almost all games with moderate resolutions.
Comment below viewing threshold Show
Comment below viewing threshold Show
I guess I can't say with any authority whether PCs or consoles are more efficient. But it is widely accepted that PC devs don't usually put early as much effort into optimisation as console devs isn't it?
And it seems pretty certain that a PC can't put out PS3 graphics while using the same amount of power.
http://ne ws.cnet.com/8301-17938_105-1031...
Comment below viewing threshold Show
And it seems pretty certain that a PC can't put out PS3 graphics while using the same amount of power."
Yes PC draws more Watt to function regarding a gaming PC when playing games vs PS3 slim. But one could also say PC gives you far more per Watt as in perfomance, features and functions!
Comment below viewing threshold Show
@Fake_Blood: edge detection makes some sense - there's no point in blurring edges that you can't see because they're black-on-black or behind smoke or something.
Comment below viewing threshold Show
Also, there seems to be little benefit in it if it's only "pretty" when in still pics... it resulting in a broken up look during gameplay.
I'm sure i'll get labelled a fanboy.. but i'm really not seeing the benefit of it..especially when you've actual game developers commenting on it, the saboteur footage is left with the textures looking more blurred over any noticable advantage, and theres nothing mentioned on comparrison of how the 360 and ps3 versions of the game runs - which i would assume important
Comment below viewing threshold Show
Comment below viewing threshold Show
Jagged edges, like so many flaws with modern games are for the most part, a question of effort. There are many effective techniques for combatting the jaggies these days, it's purely a matter of optimising your code enough to be able to use one of them without completely destroying the game in terms of build quality.
Comment below viewing threshold Show
I dont know about you lot. But when i'm having fun enjoying an entertaining game.. Jaggies which i can only notice if i stand still and look at the scene in detail - REALLY bother me.
(/sarcasm)
Comment below viewing threshold Show
On a side note, I don't know if anyone can answer this but when ever I look at comparison screen shots, why are the 360 shots always darker? For example, in the Saboteur screenshots for the 360 I couldn't even see any edges because of the shadows.
Comment below viewing threshold Show
The vehicle driving sections feel like GTA. Like driving on ice. The cars are so uncontrollable, I spent a lot of time on pavements mowing down pedestrians by accident.
Comment below viewing threshold Show
I blame the uncanny valley effect.
Comment below viewing threshold Show
All these post-process fakes for AA will be defunct in the next generation, they suck compared to proper sub-pixel AA and it's definitely doable in affordable hardware at 720p, just not on the ageing cut-down 5-year old GPUs in today's consoles.
Comment below viewing threshold Show
Comment below viewing threshold Show
/strokes new Radeon 5870
Comment below viewing threshold Show
Comment below viewing threshold Show
Agreed. Although if a game is fun, i'm usually too busy actually playing the game to notice any graphical glitches (Apart from every now and then)
Comment below viewing threshold Show
Not a grammatically good start to an otherwise interesting article.
"game-makers looking to eke out as much performance as they can from the current fixed architectures."
Surely if performance is what they want to "eke out", then adding AA won't help?! Something wrong with that statement...
Comment below viewing threshold Show
Why is some people saying that with their super 30+" TVs they dont see any jaggies? Isnt according to the pictures and videos in this article how XBOX supposed to look?