RobertBeckebans / RBDOOM-3-BFG

Doom 3 BFG Edition source port with updated DX12 / Vulkan renderer and modern game engine features
https://www.moddb.com/mods/rbdoom-3-bfg
GNU General Public License v3.0
1.38k stars 247 forks source link

Alternative anti-aliasing methods? #832

Open smeep0 opened 5 months ago

smeep0 commented 5 months ago

I am really enjoying this mod, not to mention they way it performs when using Vulkan. However, I do wish, like Doom3BFA, there was support for alternative AA methods like SMAA1x, or perhaps even implment newer AA methods such as AMDs FSR native anti-aliasing or Nvidia's DLAA support. TAA drastically cuts down on the image quality so I do hope other methods could be implemented, even if the alternatives are just MSAA2x/4x/8x.

Calinou commented 5 months ago

SMAA 1× was supported in prior RBDOOM-3-BFG versions, but it isn't really desirable for a game like Doom 3 since it won't resolve any of the specular aliasing. This is because SMAA 1× lacks temporal information.

TAA drastically cuts down on the image quality

In this case, implementing FSR2 support with a native resolution scale option is the way to go. FSR2 at native resolution is slower than TAA, but it looks sharper especially in motion (it also includes its own configurable sharpening if you need it).

smeep0 commented 5 months ago

In this case, implementing FSR2 support with a native resolution scale option is the way to go. FSR2 at native resolution is slower than TAA, but it looks sharper especially in motion (it also includes its own configurable sharpening if you need it).

I believe FSR Native AA is part of AMD's "FSR3" package branding, which should already be available to devs under OpenGPU: https://gpuopen.com/fsr3-in-games-technical-details/

Even with it being slower than TAA, having it perform less costly than MSAA2x and up still makes it a better alternative.