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513 points todsacerdoti | 1 comments | | HN request time: 0s | 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. FrostKiwi ◴[] No.42200367[source]
Yes, on high density displays this is very much possible. Eye based SSAA, the worse your prescription the better the quality. On my Pixel 9 Pro, the no AA circle demo is perfect on native 1440p resolution without AA. But dense foliage in 3D scenes will definitely ruin that. Motion induced shimmering is inescapable I think, without some kind of filtering.