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Anti-Aliasing #76716
06/05/06 09:59
06/05/06 09:59
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline OP

User
Matt_Coles  Offline OP

User

Joined: Jul 2003
Posts: 893
Melbourne, Australia
Hey Conitec,

Could you please consider implementing an engine option to toggle Anti-Aliasing. This would be very beneficial to me and other users. I remember this feature being asked for in the past.

Thanks,

Matt Coles

Re: Anti-Aliasing [Re: Matt_Coles] #76717
06/05/06 17:34
06/05/06 17:34
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Yes I would like this too, is it possible to add a var like we used to have so our 3D cards know it should switch anti-aliasing on? I know it's possible to switch anti-aliasing on manually in the graphics card options, but I doubt every customer (I mean the potential gamers, not dev. teams) will know how to do this.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Anti-Aliasing [Re: PHeMoX] #76718
06/06/06 16:45
06/06/06 16:45
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
The problem is that antialiasing is switched on with initializing d3d. This is done before any line of c-script is executed. The only way is to set aliasing with a parameter or ask conitec to implement a startup configuration file. You can then change antialiasing but need to restart the game (a lot of top notch games do that like Doom3, Far Cry, etc.)


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Re: Anti-Aliasing [Re: mk_1] #76719
06/06/06 17:09
06/06/06 17:09
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Well there is no reason A6 cant recreate the D3D device...

Re: Anti-Aliasing [Re: mk_1] #76720
06/07/06 15:13
06/07/06 15:13
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Restarting the game isn't that painful, because at the moment you'd need to restart anyway when you find out there's no ingame option to switch on anti-aliasing.

And then I'm assuming they know they can switch anti-aliasing on at their graphics card options, they might aswell just dump the game because they feel tricked (most of my screenshots are taken with anti-aliasing on).

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Anti-Aliasing [Re: PHeMoX] #76721
06/07/06 16:10
06/07/06 16:10
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
You cannot expect that the player (kids or grandma's) have to change anti-aliasing in the graphic cards options. That is not a good option.


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Re: Anti-Aliasing [Re: Machinery_Frank] #76722
06/07/06 17:37
06/07/06 17:37
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Anti aliasing is barely noticablee anyway, who cares about it?


Sphere Engine--the premier A6 graphics plugin.
Re: Anti-Aliasing [Re: Matt_Aufderheide] #76723
06/07/06 20:53
06/07/06 20:53
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
For those using low resolutions (like 800x600 instead of 1280x960), the pixels are bigger and using anti-aliasing would make these "large" pixels stick out less. A 2x anti-aliasing for 800x600 would simulate the quality as if running at 1600x1200. If running at high resolution (like 1920x1440), there is little sense in using anti-aliasing as the pixels would be very small as it is, but some would still prefer it because it enhances the quality of the scene. In some cases, I'd probably even use a 4x anti-aliasing method which is extremely fine, right next to the limit of the human eye at the highest of resolutions.

I would support having anti-aliasing and it can be configured through the command line like this:

-aa 2

for a 2x anti-aliasing effect.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Anti-Aliasing [Re: Matt_Aufderheide] #76724
06/08/06 01:02
06/08/06 01:02
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Quote:

Anti aliasing is barely noticablee anyway, who cares about it?




There's a huge visual difference depending on the setting. It's the difference between jaggies, fewer jaggies, and none.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Anti-Aliasing [Re: Machinery_Frank] #76725
06/08/06 01:21
06/08/06 01:21
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

You cannot expect that the player (kids or grandma's) have to change anti-aliasing in the graphic cards options. That is not a good option.




Not unless you'd want them to fry there gfx cards. Anyways, off course you are right and I really liked the oldstyle anti-aliasing we once had in acknex, and off course I'm using my GFX card's option at the moment. I think ulillillia's idea is good, but it would be even better if it was something we could change with a predefined engine var (doesn't matter if this means we must restart the engine for it to take effect).

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
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