Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Resolve Your Resolves
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [10]
 
Blizzard opposes Valve Dota name registration
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
CCP - North America
Animation Director
 
Toys for Bob / Activision
Senior Programmer
 
Toys for Bob / Activision
Lead Programmer
 
Vicarious Visions / Activision
FX Artist-Vicarious Visions
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
 
Treyarch / Activision
Lighting Artist, Cinematic
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [41]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Resolve Your Resolves
by Holger Gruen, Jon Story [Game Design, Programming, Visual Art, PC, Console]
Post A Comment Share on Twitter Share on Facebook RSS
 
 
March 26, 2008 Article Start Page 1 of 3 Next
 

[In this in-depth technical article, Gruen & Story examine anti-aliasing in games, explaining how you can reduce 'jaggies' in your PC title, and save frame-rate, by using significantly less post-processing passes.]

Over the last few years it has become commonplace for PC games to make use of Multi-Sample Anti-Aliasing (MSAA) to achieve higher quality rendering.


MSAA is a very effective and efficient method for reducing the unsightly "jaggies" that result from the triangle rasterization process. At the same time most game engines also employ post-processing techniques such as depth-of-field, motion blur, color correction and refraction.

Post-processing has become increasingly popular, as it provides a way to carry out complex computations, but only pay the cost for visible pixels. It is not unheard of for an engine to contain up to 20 passes, and these techniques usually require a copy of the main render target as a texture input.

If the engine is making use of MSAA, then the render target will need to be resolved before it can be used in the next pass. This is accomplished through calls to IDirect3DDevice9::StretchRect or ID3D10Device::ResolveSubresource, depending on which version of D3D is being used.

As modern game engines tend to apply multiple post-processing techniques, it is easy to understand how the application could trigger a loop of resolves (Figure 1).

It is critically important to understand that a resolve is not a free operation, and that performing multiple resolves per frame can have a very serious impact on performance. This statement is true for all graphics hardware.

To take a real world example, the developers of a recently released PC title managed to reduce their resolve count from a staggering 22 to just 12. This generated a saving of around 12 ms per frame, at a resolution of 1280x1024@4xAA.

The goal of this article is to describe how to minimize the resolve count in the rendering pipeline without compromising the quality of post-processing effects or deferred shading techniques.

The resolves that should be removed fall into two categories, redundant resolves and harmful resolves, and these will be described in detail later in this article. But first let's consider the resolves that are necessary for good image quality.

 
Article Start Page 1 of 3 Next
 
Comments


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.