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513 points todsacerdoti | 1 comments | | HN request time: 0.233s | source
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amjoshuamichael ◴[] No.42194238[source]
Graphics programming analysis done using examples written in WebGL–genius. Hypertext that takes full advantage of the medium. This reminds me of something I'd see on https://pudding.cool/, but it goes far more in depth than anything there. Absolutely fantastic article.

I've been using MSAAx4 in my rendering engine for some time and only recently have considered switching to a FXAA / TAA implementation. I'm actually not sure I'm going to go through with that now. I definitely learned a lot here, and will probably use the analytical approach for UI items, I hadn't heard about that anywhere.

Not often you see graphics-programming stuff on HN. For anyone interested in more graphics write-ups, this list of frame breakdowns is one of my favorite resources:

https://www.adriancourreges.com/blog/

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art0rz ◴[] No.42195481[source]
I really dislike TAA, especially on lower framerates. There's too much ghosting. I often switch it to a slower algorithm just so I don't get ghosting.
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Waterluvian ◴[] No.42198485[source]
My feeling is if I can render at 4K I can just not do AA at all. It really looks quite fine without, at least for me.
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1. amjoshuamichael ◴[] No.42198551[source]
I tried that initially, but I found that it still wasn't quite satisfactory. My game's art style has a lot of straight edges, to be fair.