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Question for the tech gurus

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Playing with the new beta, and as usual fiddling with the HDR settings etc, which I believe is standard deferred rendering. To me, in whatever game I bump into it on, this usually means great lighting hampered by slow (if you turn it up high enough to be effective) AA

 

This got me thinking about something I had bumped into a while ago while reading up on the subject, and I was wondering if this version of AA would have advantages in Xplane or not.

 

http://vidimce.org/publications/sbaa/

 

http://vidimce.org/publications/sbaa/sbaa_i3d2012.pdf

 

We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically.
 
Devons rig
Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB /  1x Samsung - 970 EVO Plus 2TB NVMe /  1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5

I see nothing in the PDF that would indicate that it is DX or Windows only, so for XP, it may be a viable option. As long as it is OpenGL and multi-platform capable (and it looks like it is just a different way of the existing MSAA/FXAA that is in XP pixel data to be calculated), it could work in XP. The biggest question is how much to include the tech with the sim and how much support is available for the devs at LR to get it in workable fashion? If it is as simple as taking a file and including it and calling a certain function with a data struct, maybe we'll get to see it someday. But it would have to be proven a worthy time-consuming venture to Austin before he would consider it an option, which means someone else would have to use it and prove how much more efficient it would be to give it an option and by including it, increase performance in his product by showing an improvement in someone else's.

Aaron

  • Author

Well, one of the stated reasons for switching to 64bit was going to be better memory usage, and this method seems to have a built in memory saving over current deferred rendering methods as well as doing it faster, which are both concerns with Xplane-10 in the higher modes right now. It seems to be something they could play with on their own or at least keep an eye on, and I suspect that if it really proves superior, the video card manufacturers will be playing around with it as well. (Would not be surprised if it turned up as a hidden mode accessible through Nvidia inspector) This was just a heads up, since I saw nothing in the PDF that indicated it was incompatible in any way with OGL. (which does not mean that I didn't simply miss something)

 

I just don't know enough about possible Xplane-10 rendering quirks (if any) to know if it would be useful.

We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically.
 
Devons rig
Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB /  1x Samsung - 970 EVO Plus 2TB NVMe /  1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5

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