Do i need msaa if i have fxaa or txaa

dheeraj9933

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Nov 15, 2012
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i''am going to buy a nvidia card, mainly because i think that i wont need msaa if i have txaa, is this true?
since txaa is better and less resource consuming?
 
Solution
Well, the blurry deal that has been talked about is a bit misleading.

MSAA only applies AA to the edges of objects, and does not touch textures or details within objects. So MSAA does not cause blurring, as it doesn't fix jaggies everywhere, only on the outsides of objects.

SSAA, which is generally regarded as the best form of AA, is also mentioned as causing blurriness in the same way as TXAA or FXAA, that is because AA in general, blurs jaggies to look smooth. SSAA, TXAA and FXAA all fix jaggies everywhere on the screen. SSAA rarely works on DX11, and often doesn't work on DX9 anymore, but when it does work, it is like ubersampling in The Witcher 2, and is just as demanding.

FXAA is post process, so the developer has no say in...
You still need MSAA if you want the best overall visual quality for most games right now. The problem with TXAA is that it requires the game's engine to implement it, you cannot force it with your drivers and have it work properly. Right now the only game that actually supports TXAA is the MMO Secret World. TXAA also tends to blur the image as well, so it might not be the greatest solution if you want the best image clarity.

FXAA is a post processing AA technique that exacts much less of a performance hit than MSAA, but makes the image much blurrier, so it's also not an ideal solution, but works if you want to smooth out the jaggies, but have no MSAA option, or don't have enough hardware resources to run MSAA well.

If you want to eliminate the jaggies right now, MSAA is still the best overall solution. Supersampling is also an option in some games, but it literally cuts your framerates in half eg. Witcher 2's ubersampling option. To run games well with supersampling, you pretty much need a dual GPU setup.

 
If the game supports TXAA, you don't need to enable MSAA in order to smooth out the jagged edges. Problem is, only one game supports TXAA right now, so if you're not playing Secret World, it's a moot point right now.

Unreal Engine 4 supposedly will support TXAA, but games running on that probably won't come out until late next year at the earliest. Unreal Engine 4 is likely to launch when the new console generation hits, which won't be until late next year, or some time in 2014.
 
It looks like AC3 and BLOPS2 will support it. The problem is this is another proprietary feature that Nvidia is pushing, and not every developer is going to put resources into adding a feature only around half the PC userbase can use, and none of the console userbase can use. TXAA is likely going to be like GPU accelerated PhysX, a few developers will add it to their games, most will not. If Unreal 4 includes it, it might take off if lots of games use that particular engine.

If you plan on playing BLOPS 2 and AC3, TXAA might be relevant, for most other games, that isn't going to be the case right now, you'll still have to use MSAA for the vast majority of titles.
 
who knows? what matters for TXAA is geforce 600 series and the game must be under TWIMTBP banner first. for me i'm satisfied with FXAA. the quality might not as good as MSAA but it works for all games (can be forced via nvidia control panel) and most importantly it has very little impact on frame rates
 
Well, the blurry deal that has been talked about is a bit misleading.

MSAA only applies AA to the edges of objects, and does not touch textures or details within objects. So MSAA does not cause blurring, as it doesn't fix jaggies everywhere, only on the outsides of objects.

SSAA, which is generally regarded as the best form of AA, is also mentioned as causing blurriness in the same way as TXAA or FXAA, that is because AA in general, blurs jaggies to look smooth. SSAA, TXAA and FXAA all fix jaggies everywhere on the screen. SSAA rarely works on DX11, and often doesn't work on DX9 anymore, but when it does work, it is like ubersampling in The Witcher 2, and is just as demanding.

FXAA is post process, so the developer has no say in how the AA is applied, but it does a decent job in applying SSAA type AA at a very low hit to performance, and not as well either.

To answer the original question, no it is not required, but MSAA can still help FXAA at least. When both are active, MSAA smooths the edges very well, and FXAA will smooth everything on top of the MSAA, after the frame is finished rendering. I've never used TXAA and don't know if the two can be used in unison, so I don't know if there is a benefit or not.
 
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