Half-life & Video Issues

MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
<div class="IPBDescription">Finally- some real word from all parties</div> First off, read this to get some background - <a href='http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=43067' target='_blank'>http://www.bluesnews.com/cgi-bin/board.pl?...&threadid=43067</a>

Then, read some better explanation of the real issue from Gabe Newell (CEO of valve)

<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <a href='http://www.halflife2.net/forums/showthread.php?s=&threadid=3071' target='_blank'>http://www.halflife2.net/forums/showthread...=&threadid=3071</a>

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.
_________________
Gabe Newell<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

And then (finally monsenub!), if you dig through this interview ( <a href='http://www.bjorn3d.com/_preview.php?articleID=313' target='_blank'>http://www.bjorn3d.com/_preview.php?articleID=313</a> )with a product manager at Nvidia yesterday, they make claim that:

<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->[01:22] [NV_Ben] I am. We have a great relationship with those guys and I am confident we'll sort it out.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

So, there you have it. The main issue being, even if they *don't* sort it out, it's a problem you've had your whole 3D life and just weren't aware of it. Sort of like silverfox, who was born with a huge rock in his head instead of a brain. Only showed up in routine x-rays...

XD

Comments

  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    Finally, now maybe nubs will stop posting crap like "OMG hl2 not work on any nvidia cards!!!one"
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    But its good fun scaring the people who bought Geforce FX-s for the sole purpose of HL2 >:D
  • acer_r1acer_r1 Join Date: 2003-03-11 Member: 14397Banned
    good thing,i just bought a geforce fx
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Doesn't bother me, I'm upgrading to a Radeon 9500-9800 pro before HL2's release.

    From my Radeon 8500 pro.

    --Scythe--
  • CplDavisCplDavis I hunt the arctic Snonos Join Date: 2003-01-09 Member: 12097Members
    They make Cs on the X-Box?


    *shudders
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Well, not quite yet. But they will be - would be super cool too. 0 cheating, all skill. Plus everyone would be using voicecomm for once, the wanks.
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    <!--QuoteBegin--MonsieurEvil+Jul 25 2003, 09:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MonsieurEvil @ Jul 25 2003, 09:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, not quite yet. But they will be - would be super cool too. 0 cheating, all skill. Plus everyone would be using voicecomm for once, the wanks. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You do not know how true that is MonsE

    Personally I am looking forward to the release of CS:CZ
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    <!--QuoteBegin--Venmoch+Jul 25 2003, 10:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Venmoch @ Jul 25 2003, 10:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Personally I am looking forward to the release of CS:CZ <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    as if we didnt know already

    ontopic:
    i have never noticed the anti aliasing problem, so im not bothered
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