PDA

View Full Version : What is anti-aliasing?


citizen X
09-08-2005, 10:55 PM
What is anti-aliasing:


The definition:
Anti-aliasing is the smoothing out of the stair-stepped pattern or jaggies. This is done by increasing the resolution, or pixel count, of a bitmapped image and averaging the color steps between edge boundaries.

For those of u who need a simpler explanation, u know who u are: :hahaha:
Anti-aliasing adds slightly different toned pixels or AKA dots, so in essence it makes the edges slightly fuzzy. But anti-aliasing is more than just making something slightly fuzzy so that you can't see the jagged edges: it's a way of fooling the eye into seeing straight lines and smooth curves where there are none.




Why the x360 is better at system graphics in general, then the PS3:
I’m only going to talk about the system bandwidth and the X360”s CPU’s and GPU, and let PapaSmerf01 talk about the PS3’s sh**** GPU, sh**** system bandwidth, and sh**** cell CPU, its all a big pile of SH**


Reasons why x360 has better graphics then PS3:
If u ask me what is the one reason why the X360 is better at anti-aliasing and graphics in general then the PS3, I can’t tell u, the whole x360 consol is design for better graphics

1. 10MB of embedded DRAM in the x360’s GPU used only for full anti-aliasing.
The PS3 doesn’t have embedded DRAM in its GPU

2. The x360’s system bandwidth, 278.4gps
The PS3 has 48.8gps, five times less then the X360

3. the x360 has 3 general purpose power PC CPUs running at 3.2ghz each
The PS3’s cell is a gimmick and can’t run more then 50-70% of full powered, because of its own system arcutectore

Why the ps3 GPU can’t pull off both aa and hdr at the same time:
I’m tired and lazy, so this is ware I let PapaSmerf01 explain this question, if I haven’t answered it above already :tee:

Blank
10-08-2005, 05:58 AM
For those of u who need a simpler explanation, u know who u are: :hahaha:
Anti-aliasing adds slightly different toned pixels or AKA dots, so in essence it makes the edges slightly fuzzy. But anti-aliasing is more than just making something slightly fuzzy so that you can't see the jagged edges: it's a way of fooling the eye into seeing straight lines and smooth curves where there are none.

:top:

I've never really understood anti-aliasing before. Good post.

Gee
10-08-2005, 06:31 AM
Good post Citizen X :top:

pApA SmerF01
10-08-2005, 11:02 AM
man, you're a slacker! well here we go.

hdr (high-definition rendering) and fsAA on the 360 gpu IS only made possible by the 10MB eDRAM. Simple as that. those 2 things are the hardest accessory functions a gpu can do alone, and with the DRAM, it can store the running code necessary to function both at the same time with no performance hit.

the ps3 gpu has a different architecture entirely from the c1/xenos. sure it isn't usa, it doesn't have the 10 mb buffer, sure it has a lower pipeline count and only 50-70% efficiency rate; but hey, sony spent their money well.

the gpu of theirs has enough of a hard time already fuctioning with aa or hdr alone, what with all of the linear and basic running code functions not being stored for easier use. the pipelines and bandwidth (or little of) are clogged with information and if you try to do both, the system just couldn't do it.

well, it could if it wanted to take a huge performance hit, which would be suicidal for the gpu.

people have been saying the cell can help run fsAA and HDR with the gpu, but the problem is, there's not enough interconnectivity between the two and they have a completely different infrastructure. imagine if you didn't speak russian, and you are trying to read a book in russian. can't do it.

not only that, the cell would have to log past all the binary code and basic functions that aren't being stored on the buffer (because there is none).

these reasons are also why the ps3 will not be able to perform procedural synthesis, quite possibly the most next-gen application out there.


ya happy, citizen? geez, now my hands are cramping... :mad:

citizen X
10-08-2005, 11:50 AM
man, you're a slacker! well here we go.

hdr (high-definition rendering) and fsAA on the 360 gpu IS only made possible by the 10MB eDRAM. Simple as that. those 2 things are the hardest accessory functions a gpu can do alone, and with the DRAM, it can store the running code necessary to function both at the same time with no performance hit.

the ps3 gpu has a different architecture entirely from the c1/xenos. sure it isn't usa, it doesn't have the 10 mb buffer, sure it has a lower pipeline count and only 50-70% efficiency rate; but hey, sony spent their money well.

the gpu of theirs has enough of a hard time already fuctioning with aa or hdr alone, what with all of the linear and basic running code functions not being stored for easier use. the pipelines and bandwidth (or little of) are clogged with information and if you try to do both, the system just couldn't do it.

well, it could if it wanted to take a huge performance hit, which would be suicidal for the gpu.

people have been saying the cell can help run fsAA and HDR with the gpu, but the problem is, there's not enough interconnectivity between the two and they have a completely different infrastructure. imagine if you didn't speak russian, and you are trying to read a book in russian. can't do it.

not only that, the cell would have to log past all the binary code and basic functions that aren't being stored on the buffer (because there is none).

these reasons are also why the ps3 will not be able to perform procedural synthesis, quite possibly the most next-gen application out there.


ya happy, citizen? geez, now my hands are cramping... :mad:



Hey man, I’m sharing the recognition remember “we have a project”, hey plus my hands were already crumpet so I figured it was your turn, :top: :tee: ;)

Grindstone
10-08-2005, 12:05 PM
Well, thank you citizen X for the noteworthy start, and a cordial thank you to smerf01 for the strong finish. I'll let you guys know if anything else pops into my pea brain.