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P. card and AA in FS2002

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  • P. card and AA in FS2002

    And so I read on this forum that texture swimming on buildings in FS2002 has been greatly reduced using Parh. AA. However in my own experience using the FS2002 the worst case of AA is with white stripes painted on runways. From what I read somewhere else this type of pattern will not be correctable with Parh. AA technique. Sad.
    Michael J.

  • #2
    Re: P. card and AA in FS2002

    Originally posted by michalj
    And so I read on this forum that texture swimming on buildings in FS2002 has been greatly reduced using Parh. AA. However in my own experience using the FS2002 the worst case of AA is with white stripes painted on runways. From what I read somewhere else this type of pattern will not be correctable with Parh. AA technique. Sad.
    If it doesn't solve a particular issue you have, then what's wrong with using 4X AA?

    Rags

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    • #3
      So because the game was not designed correctly, it's the damn vid card companies fault?
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      • #4
        Don't put too much weight into the gentleman's words. He is likely not here as an interested user, but probably to stir up controversy with the new Matrox product. One post, with his ip being in a suspect range, with this only one comment, coincidence?

        VigilAnt
        VigilAnt

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        • #5
          I see a few fairly ignorant posts. First I am interested user, very much interested. Second, the game was designed correctly, the white stripes are part of the runway, not a seperate object - and from what I heard P's unique AA will not correct AA arising from patterned textures. The very first reply had most sense - 4xAA may be the only way out.
          Michael J.

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          • #6
            i don´t know the game, but it sounds like some anisotropic filtering might help.
            This sig is a shameless atempt to make my post look bigger.

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            • #7
              Originally posted by michalj
              I see a few fairly ignorant posts. First I am interested user, very much interested. Second, the game was designed correctly, the white stripes are part of the runway, not a seperate object - and from what I heard P's unique AA will not correct AA arising from patterned textures. The very first reply had most sense - 4xAA may be the only way out.
              Would it make you feel better if they removed the new type of AA and stuck with 4x as the only alternative?
              chuck
              Chuck
              秋音的爸爸

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              • #8
                Hmm.. Has Matrox formally stated what edges the 16x FAA works on yet? (ie. polys, textures, just edges detected in the image- such as between two contrasting color areas..)

                I was under the impression after looking at the Dragothic scene in the previews and the image next to it showing what parts of the image were receiving AA that FAA worked by detecting edges in the image in general (and wasn't restricted to poly borders or anything). If so, shouldn't it work just as well on those stripes?
                "..so much for subtlety.."

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                • #9
                  Originally posted by Snake-Eyes
                  I was under the impression after looking at the Dragothic scene in the previews and the image next to it showing what parts of the image were receiving AA that FAA worked by detecting edges in the image in general (and wasn't restricted to poly borders or anything). If so, shouldn't it work just as well on those stripes?
                  Yes, assuming you are correct about what FAA can work on, it would work on runway stripes too. However based on what I read in one of those lengthy previews (forgot the site) this is not the case. It applies only to border areas of seperate objects. For general textures - 4xAA will have to be used which obviously comes with the usual performance penalty.

                  For me the FS2002 is the differentiating factor - this is the only game I 'play'. So whoever gives me better performance with AA enabled wins my $$.
                  Michael J.

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                  • #10
                    are those stripes done by textures or did they put polygons into the runway ?

                    if it's done with textures, Parhelia's texture filtering should smooth them out
                    if it's done with polygons, FAA should do a good job

                    either way, I doubt that your stripes will have jagged edges ...
                    Despite my nickname causing confusion, I am not female ...

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                    • #11
                      Originally posted by Maggi
                      are those stripes done by textures or did they put polygons into the runway ?
                      Good question. I really don't know. So what you are saying if these are polygons it might work with P's unique AA. I am certainly looking forward to finding it out.
                      Michael J.

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                      • #12
                        exactly ...

                        polygons -> FAA
                        textures -> anisotropic filtering

                        Despite my nickname causing confusion, I am not female ...

                        ASRock Fatal1ty X79 Professional
                        Intel Core i7-3930K@4.3GHz
                        be quiet! Dark Rock Pro 2
                        4x 8GB G.Skill TridentX PC3-19200U@CR1
                        2x MSI N670GTX PE OC (SLI)
                        OCZ Vertex 4 256GB
                        4x2TB Seagate Barracuda Green 5900.3 (2x4TB RAID0)
                        Super Flower Golden Green Modular 800W
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                        • #13
                          Good news. I just found out - they are polygons.
                          Michael J.

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                          • #14
                            "the game was designed correctly, the white stripes are part of the runway, not a seperate object "
                            "It applies only to border areas of seperate objects"

                            If you want the best possible iq, every object should be rendered by itself
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