This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Supersampling

Supersampling is a technique used to increase the effective resolution of a frame by rendering the scene larger than its final resolution, and then downsampling back with a filter. Sharp edges become anti-aliased as they are averaged from several pixels. This provides a much smoother anti-aliasing, but for a cost of performance. This is the most demanding anti-aliasing algorithm, but it offers the highest quality.

Supersampling Ratio defines the number of samples per pixel used for supersampling and is available for adjustment via the Render -> Antialiasing section of the Settings window, along with TAA, SRAA, and FXAA settings.

TAA Settings

Antialiasing Settings

The number of samples per pixel used for supersampling.
Range of values: [1e-6f, 8.0f]. The default value is 1.0f.
Console access: render_supersampling

The higher the value, the more reduced aliasing is (however, high values may produce visual artifacts and significantly affect performance).

Notice
Supersampling Ratio сan be controlled by render_supersampling console command.

The resulting number of pixels after supersampling is calculated as follows:

Number of Pixels = ( Width x supersampling_ratio ) x ( Height x supersampling_ratio )

This gives us a quadratic dependence, which means that when you set supersampling ratio equal to 2 you'll have x4 pixels (i.e. a x4 FPS drop). Such ratio provides a significant reduction of artifacts inside the image – not only at boundaries but also in the textures.

A fractional value can also be set, e.g. 1.2 ratio instead of 2. In this case the image will be rendered 1.2 times larger on each axis, so not every pixel will be averaged. This is a compromise option providing a little more reduced aliasing for a slight FPS drop.

The table below demonstrates how the supersampling ratio affects the number of pixels.

Supersampling can be used either for scenes with good performance or for rendering in a cinematic mode (video clips). In some cases to reduce rendering load when supersampling is enabled, you can use the interleaved lights rendering mode.

Last update: 2021-12-13
Build: ()