[MMD] RGSSAA vs SGSSAA (Video)
This is my third and final comparison. I decide to compare two best
anti-aliasing methods, of all the methods I’ve showed in the past two
posts.
Here is the video for the comparison:
As
you can see in the video, it shows no AA, 8x RGSSAA, and 8x SGSSAA, and
a comparison at the end to show small differences. If you look at this
picture and the whole video at 720p, SGSSAA does better with the slopes
than RGSSAA. SGSSAA diminishes temporal aliasing the most. RGSSAA looks
pretty similar at least, and even if you’re not satisfied with the
slopes, it’s still a good option to use if you only have AMD graphics.
My last two comparison shows a little differences between Rotated Grid
and Sparse Grid. It’s explained in the description. Generally, both are
harder to tell the difference if looking for the overall quality. It’s
way better than MSAA or using shader AA.
Nvidia:
Now let’s get to the conclusion out of all three posts so far about Anti-Aliasing.
Downsampling:
I want to rate the worst and best method to do anti-aliasing.No
AA < SMAA < FXAA < SSAA_4x.fx < MMD’s AA < MSAA + Alpha
< Downsampling < Supersampling (Both Rotated and Sparse method).Shader
AA methods such as FXAA or SMAA are the least you can do to do simple
AA. The second comparison shows the worst than the first. Even the
RayMMD video posted shows that using it alone doesn’t get rid of
temporal aliasing or shimmering at all. For RayMMD, use it while using
the downsampling method.SSAA_4x shader does
upscale the image to twice the size and then downscale it. It is
identical to 4x downsampling. However, it’s pretty challenging to use it
with a post processing effect that conflicts it, which is shown in the
second comparison. It can be used in conjunction with the rest of other
method.MMD’s Anti-Aliasing option is
explained in the second one. It uses 8xMSAA without alpha coverage. Even
if you can add that with driver’s MSAA, it still leaves aliasing for
shadows and shading, as seen in second comparison.Downsampling
is a good option, but I put this behind supersampling because you don’t
really need to use it if you’re not using RayMMD. It is used as a last
option to improve more AA quality if you’re stuck in a situation like
RayMMD. 4x is a good option, and you can use it with supersampling too
if you want to improve small parts of the image, but still less worth
doing. Also, this method can be demanding depending on what scene are
you making and your hardware specs.Supersampling
is the case in this post. I would use it generally and it’s compatible
with any shaders I use in MMD, with RayMMD being the exception. It is
the best way to have the least possible aliasing on any areas, to where
you can’t even see them.