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Old 24-07-2003, 12:47 AM
Gabe Newell Gabe Newell is offline
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Anti-aliasing

Since people seem to be hyperventilating over the anti-aliasing issue, I thought I'd update everyone.

1) How bad is the problem?

With current multi-sample implementations of anti-aliasing, you may sample texels outside of the polygon boundary, which may result in sampling light maps from other polygons.

This has always been a problem. This is a problem with Quake 1, Quake 2, Quake 3, Daikatana, Sin, Elite Force, Half-Life, Counter-Strike on the X-Box, or any game that uses packed lightmaps with multi-sample anti-aliasing.

You would see these artifacts on polygon boundaries where the wrong lightmap is being sampled. It will look like a bright or dark line on the edge of a polygon.

Gary McTaggart brought this up in an email because he is being pretty hardcore about graphics quality right now. This is not a new problem. If you've run a game that uses lightmaps with anti-aliasing turned on, then you've been seeing these artifacts the whole time.

Artifacts may show up more frequently in Half-Life 2 simply because we've eliminated lots of other artifacts, and because we have a lot of variation in scene lighting due to our art direction.

To put this in perspective, not doing tri-linear filtering on mipmaps is a lot worse.

2) What are potential solutions?
  • Support Centroid Sampling
  • Use Pixel Shaders to Clamp Texture Coordinates
Centroid sampling doesn't have the problem that center sampling does in multi-sample antil-aliasing. ATI has supported this form of anti-aliasing for the 9000 series. The tricky part is enabling this when DirectX doesn't easily expose this.

There's a different trick you can use with hardware, such as NVIDIA's, that doesn't support centroid sampling. Basically you trade off some pixel shader bandwidth to clamp the texture coordinates so that you don't sample texels outside of that polygon's lightmap sub-rect.

Between these two approaches, multi-sample anti-aliasing artifacts should be a non-issue for any DX9-level hardware running Pixel Shader 2.0.

3) How will this look?

We'll release one of the demo movies with the anti-aliasing artifacts in and one with the anti-aliasing changes.
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Old 24-07-2003, 12:50 AM
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Axyon Axyon is offline
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If this is legit, I thank you very much for keeping us informed on the situation. It's most certainly an honour to have you here!

[/asskiss]

  #3  
Old 24-07-2003, 12:50 AM
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Hey Gabe, thanks for clearing that up...
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  #4  
Old 24-07-2003, 12:50 AM
PSX PSX is offline
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wow, thanks for the update Gabe, I never would have thought...

man, I'm glad we got that cleared up, all these threads over fsaa concerns...
  #5  
Old 24-07-2003, 12:51 AM
qckbeam
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wow, thanks, that should clear up the whole issue
  #6  
Old 24-07-2003, 12:52 AM
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Thanks man, but doe that mean it is safe tp buy Nvidia FX5900 cards;;;
  #7  
Old 24-07-2003, 12:53 AM
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Mr.Reak Mr.Reak is offline
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Looks legit to me
Thank you.
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Old 24-07-2003, 12:54 AM
King Buzzo
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You live in Kirkland? ewwww
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Old 24-07-2003, 12:54 AM
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Lifthz Lifthz is offline
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Cool, Gabe.
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Old 24-07-2003, 12:54 AM
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Axyon Axyon is offline
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Gabe's been registered on this forum for 5 days now, which coincides with the whole fiasco starting. It does indeed seem legit.
  #11  
Old 24-07-2003, 12:56 AM
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Ahnteis Ahnteis is offline
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geez - with support like this I want to buy *2* copies. Or a t-shirt or something.

Even takes the time to explain things in terms simple enough for all of us.

pwnz0r3d!!!!!!111111
  #12  
Old 24-07-2003, 12:57 AM
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Lifthz Lifthz is offline
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Gabe's a "headcrab".
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Old 24-07-2003, 12:58 AM
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Wow, he was been watching our forums

Thanks Mr gabe sir.

I think you should try to answer the next question a newbie asks in the email valve thread if possible, and tell them yourself that their suppost to email you
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Old 24-07-2003, 01:02 AM
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The Mullinator The Mullinator is offline
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Thanks for clearing that up Gabe. You really are the greatest.

EDIT: hey Munro, this would make a very good sticky post. Kinda like a sacred thread that should be up for all to see.
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Old 24-07-2003, 01:04 AM
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