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AA changes in 2.11.0.1 ?


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Hello.

Did the AA change in the 2.11 version?

Keeping the exact same settings give a complete different result. 

Sadly our characters are lost in uhm ... animation.

I can try to change setting, but if TAA changed in implementation, can you let me know, what changed and how I can get results.

Thanks.

Werner

 

AAnew2.JPG

AAnew1.JPG

AAnew.JPG

Edited by werner.poetzelberger
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Hello Werner,

There were no TAA changes made in 2.11. Please check the following:

  • Is motion blur enabled?
  • AA turned off gives a better image?
  • Has FPS degraded in this scene?
  • Is "FPS When Object is Rendered to Viewport" parameter set to inf?

image.png

If none of these helps please send us a test scene.

Thanks.

How to submit a good bug report
---
FTP server for test scenes and user uploads:

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There were no TAA changes made in 2.11. Please check the following:

Okay.

  • Is motion blur enabled? 

NO

  • AA turned off gives a better image?

Its is much crisper but flickers, so we cant go without.

  • Has FPS degraded in this scene?

Actually we have 10 FPS more.

  • Is "FPS When Object is Rendered to Viewport" parameter set to inf?

image.png

All of these are set like above.

It seems like, that the Frame Count Setting for the TAA has a c different influence.

SOmehow I have to have very different settings to come close to somewhat of a result.

Still that is not satisfying and way worse than in 2.10. hmm.

I will try some settings, and get back to you.

Testscene, hmm. a LOT of GBs. But I will do one if I cant get any result.

 

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I will try.

Another difference I am experiencing.

There is a pretty obvious change of color in the 2.11 against 2.10.

It seems, that saturation has changed to a more vivid setting.

Were changes done, which could effect the coloring?

 

 

 

colorchange.JPG

Edited by werner.poetzelberger
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Hello Unigine team,

It seems that the blurriness is related to the Vegetation parameter in mesh_base, which was switched on in our case. Even setting the Animation Stem/Leaf/Scale settings to 0 did not solve it.

blurry211.thumb.PNG.b2e221b2a55eb626eee40af211842a60.PNG

The screenshot is from the test scene we are about to produce. It doesn't use any custom shaders or materials. Note that the character is less blurry whith a higher framerate (therefore I have clipped it to 60 in the test scene). Changing the Vegetation Velocity state doesn't change anything. The result is also the same when I use OpenGL.

However, the good news for us is that we can switch off the Vegetation. (Background: vegation animation originally was used to add a little movement to the straw. Later we have modified to original vegetation animation code, because we wanted to link the vegetation animations to the character movement  - the original vegetation animation is only time dependent). What I did now was basically separating my modifications from the original vegetation animation code in shaders\mesh\common\vertex.h, so that they are independent from the original vegetation animation code, which enables us now to switch off the Vegetation.

 

I think it solves the issue for us, although I still have no idea where it is coming from. If you are still interested in that issue I will forward our test scene to you, but from our side there is no need for any further action.

Thanks

Helmut

 

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