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Fullscreen Antialiasing plugin
#263055
04/27/09 18:22
04/27/09 18:22
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Joined: Sep 2002
Posts: 1,604 Deutschland
ChrisB
OP
Serious User
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OP
Serious User
Joined: Sep 2002
Posts: 1,604
Deutschland
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Hi, the swollen eyeballs network was able to decipher an extraterrestrial computerinterface we found in a crashed ufo. Our specialists found out that it was heavily using antialiasing for displaying all the onscreen data, and we said "huh, we wan't that in A6/7". So here is it. This plugin gives you controllable hardware powered fullscreen antialiasing. You can enable/disable it at runtime without restarting the engine. And it even works with postprocess effects (though it may not work with MRTs, as only a few 3d cards support this i was not able to test this). Because i know somebody will asked: no it doesn't use shaders, it just the normal hardware antialiasing. Is it slower then activatin antialiasing in the driver settings?Well as any plugin it has a small overhead but even on an old PentiumIII 800mhz the difference was way less then 1ms per frame, so i don't think you have to bother, the impact of antialiasing itself is way bigger. Screenshots: no fsaa: 4x fsaa: bloom+4x fsaa: Download: >> Click here << Please if you use it and you think "oh wow i want to give you some money" (doesn't really matter what you really think, just give me your money ;)), make a paypal donation on my website. The money will be used for (in alphabetic order): beer, games, girls, pc parts Oh i forgot the license: You're not allowed to use this plugin for an application which can be of any use for conquering earth. Expect more alien technology made usefull for game development in the next months. thx ChrisB
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Re: Fullscreen Antialiasing plugin
[Re: Jaxas]
#263076
04/27/09 19:37
04/27/09 19:37
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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Wow that's a really great contribution! Thank you very much! Edit: I like your humor
Last edited by Dark_samurai; 04/27/09 19:38.
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: Fullscreen Antialiasing plugin
[Re: William]
#263109
04/27/09 21:39
04/27/09 21:39
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Joined: May 2008
Posts: 150 Switzerland
Hitsch
Member
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Member
Joined: May 2008
Posts: 150
Switzerland
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About time that something comes out of Area51... I began to believe they're just a teddy bear factory after all... Great contribution, very useful!
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Re: Fullscreen Antialiasing plugin
[Re: ChrisB]
#263137
04/27/09 23:58
04/27/09 23:58
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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Expect more alien technology made usefull for game development in the next months. you just can't throw away that ufo yet... we re waiting. so for a7, the advantage of the plugin is that it works with PP effects and can be switched on/off in runtime? any comparison to aa that is set by d3d_antialias variable other this two?
3333333333
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Re: Fullscreen Antialiasing plugin
[Re: Quad]
#263182
04/28/09 08:05
04/28/09 08:05
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
Rabbit Developer
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Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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You're not allowed to use this plugin for an application which can be of any use for conquering earth. Awww.. Damn. Nice plugin, thanks
"Yesterday was once today's tomorrow."
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Re: Fullscreen Antialiasing plugin
[Re: Inestical]
#263216
04/28/09 12:13
04/28/09 12:13
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
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Senior Member
Joined: Oct 2006
Posts: 470
Balkan
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This is very, very, very useful contribution. Everything works great even with LiteC PPE. I do have a small thing to ask: I want to have in my game only two options for user to choose- Max AA & Min AA. Max is taken care of but what about min? Is setting quality to 1 always the minimum? … and Test app reported the maximum for my card as a 3. Is that real maximum or does it go up to 9 or higher? Thanx again (and again and again) for this great contribution
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Re: Fullscreen Antialiasing plugin
[Re: HeelX]
#263286
04/28/09 22:22
04/28/09 22:22
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Joined: Jul 2004
Posts: 4,206 Innsbruck, Austria
sPlKe
Expert
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Expert
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
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Spend it for beer to get gamer girls which deal with illegal pc parts Nice contrib! did that once... turned out the beer made the gamer girls pretty so i screwed the pc parts and threw the girls away... ... .. . wait...
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Re: Fullscreen Antialiasing plugin
[Re: sPlKe]
#263295
04/28/09 22:47
04/28/09 22:47
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Joined: Jan 2008
Posts: 1,580
Blade280891
Serious User
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Serious User
Joined: Jan 2008
Posts: 1,580
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My Avatar Randomness V2"Someone get me to the doctor, and someone call the nurse And someone buy me roses, and someone burned the church"
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Re: Fullscreen Antialiasing plugin
[Re: Emre]
#263746
05/02/09 00:01
05/02/09 00:01
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
Expert
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Expert
Joined: Feb 2006
Posts: 2,185
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This is a nice plugin....BUT, it has two major issues: 1. when in lower resolutions it just looks like a fullscreen blur, when anti-aliasing doesn't do that. FSAA should only blur edges, even in low resolutions. 2. when changing resolutions it leaves a "screen capture" per-se of the last frame viewed, so if you don't have a skymap running it shows a picture of what you saw last. Other than that it's a nice plugin, only those two things mean I can't use it . You should've also mentioned that you need to reset the FSAA to 0 before changing resolutions, if you don't it crashes the video. If you could fix those two problems I mentioned it would be complete, but nonetheless, good job edit: the 1x, 2x, 3x, and 4x actually look like 2x, 4x, 6x, and 8x respectively. They look nice.
Last edited by mpdeveloper_B; 05/02/09 00:05.
- aka Manslayer101
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Re: Fullscreen Antialiasing plugin
[Re: exile]
#264920
05/08/09 19:12
05/08/09 19:12
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
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Senior Member
Joined: Oct 2006
Posts: 470
Balkan
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Hi, I had your dll working great with Lite-C and camera.stage but since my game is in C-Script, and I had some troubles with Lite-C and game_load function, I transferred to my old method. Now dll is not working. Problem solved. Everything works great now
Last edited by Ganderoleg; 05/15/09 13:16.
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Re: Fullscreen Antialiasing plugin
[Re: Ganderoleg]
#269822
06/04/09 19:21
06/04/09 19:21
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
Expert
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Expert
Joined: Feb 2006
Posts: 2,185
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@Chris: No problems showed up in the acklog, just normal engine output.
System is: AMD 1.80Ghz CPU ~800 MB RAM Nvidia 6100 PCI-E
And the ghost image is only on the background when there is no skymap applied, try having a room with some stuff in it, and load another level which has nothing in it. Make sure you face the stuff when you're in the first level.
I thought the crash was kinda odd too, but It's not an engine output crash, it's a windows crash.
- aka Manslayer101
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Re: Fullscreen Antialiasing plugin
[Re: Quad]
#328480
06/13/10 13:57
06/13/10 13:57
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Joined: May 2010
Posts: 34
Scifi
Newbie
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Newbie
Joined: May 2010
Posts: 34
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Re: Fullscreen Antialiasing plugin
[Re: Quad]
#330830
06/30/10 04:06
06/30/10 04:06
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
Expert
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Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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thanks chrisb, i hope your awesome underwater script gets out of the hands of the aliens and makes its way here, in c-script too,lol?
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Re: Fullscreen Antialiasing plugin
[Re: Blink]
#356712
02/03/11 16:30
02/03/11 16:30
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Joined: Aug 2002
Posts: 2,183 Germany, BaW�
Rondidon
Expert
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Expert
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
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Hello ChrisB, I`ve got a problem with your plugin. It works great by part, but when I try changing the screen resolution in real time, the engine does some wild stuff. This is not always the case, but true for some special resolution changes. Changing the resolution works great for the first time, but when I`m trying to switch the resolution once more to a resolution that was already chosen before, the error appears. Error appers: 1650x1050->works->1280x800->works->1440x900->crashes->1680x1050 -- 1680x1050->works->1024x768->crashes->1680x1050 -- It seems that it has to do something with resolutions that were already chosen before. Is this a known problem? My code:
function set_graphics()
{
wait(1);
fsaa_setQuality(0);
render_sky=NULL;
render_entities=NULL;
laden_an();
wait(16);
video_set(aufl_x_i,aufl_y_i,32,0);
if(monitor_type_i == 1) //16:10 Monitor
{
camera.arc=85;
camera.aspect = 1.1;
}
if(monitor_type_i == 0) //4:3 Monitor
{
camera.arc=70;
camera.aspect = 0.9;
}
wait(-1);
render_sky=fsaa_eventSky;
render_entities=fsaa_eventEntities;
wait(1);
fsaa_setQuality(AA_i);
wait(16);
laden_aus();
}
After ALT+TAB I get "Error E2005: Can`t create DirectX texture unnamed" I`m using A7.86 Commercial. No Shade-C. Just your plugin for testing purposes. Is there maybe any option to completely reset the plugin after every resolution change? Thank you very much for helping, Rondidon
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Re: Fullscreen Antialiasing plugin
[Re: Rondidon]
#406363
08/17/12 23:03
08/17/12 23:03
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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This plugin is fantastic! @Rondidon: Did you find the reason for the crash, was it the plugin? So far it seems to be stable in A8. EDIT: Oh no, seems like I have a white "glow" 0-1 pixel in width around my player on a dark background most of the time what sadly makes this great plugin useless.
Last edited by Superku; 08/17/12 23:57.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Fullscreen Antialiasing plugin
[Re: Iglarion]
#465336
04/18/17 17:29
04/18/17 17:29
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Joined: Jul 2004
Posts: 785 Serbia
Iglarion
User
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User
Joined: Jul 2004
Posts: 785
Serbia
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It would be cool if the autor of this plugin can relase soruce code beacuse i found the script crash error after we lost d3d in fullscreen mode. This only happen in Windows 10 not in Win 7 or XP. The solution is switch to window mode before we exit.
#include <default.c>
var fsaa_maxQualityNonMaskable();
var fsaa_eventSky();
var fsaa_eventEntities();
var fsaa_eventLost();
var fsaa_setQuality(var);
function change_res_fullscreen(){ video_switch(9,0,1);}
function change_res_window(){ video_switch(7,0,2);}
function main(){
level_load("");
wait(2);
render_sky = fsaa_eventSky;
render_entities = fsaa_eventEntities;
on_d3d_lost = fsaa_eventLost;
fsaa_setQuality(fsaa_maxQualityNonMaskable());
while(1){
on_c = change_res_fullscreen; // script crash after we change to fullscreen and press exit
on_v = change_res_window; // work when we back from fullscreen and press exit
if (key_f1) {video_switch(6,0,2); wait(1); sys_exit(""); } // the solution is swich in window mode before exit
wait(1);
}
}
I use this plugin in my game last six year and i planed use in finall relase of my game, so from my expirience the plugin is very stable in A8 and give me the best result i found so far. I see some people report problems in past but i test my game on many diferent system and hardware and i not found any problem for now, so please if someone still have problems with this plugin let me know.
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Re: Fullscreen Antialiasing plugin
[Re: Iglarion]
#469925
12/13/17 23:06
12/13/17 23:06
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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http://www.swollen-eyeballs.org/site/pages/contact.phpBut there's a high chance nothing will happen when sending the formular. You could try whether on_d3d_reset event is triggered when in fullscreen. Maybe it is already enough to also assign the fsaa_eventLost. Or instead of real fullscreen go for fake fullscreen (window in desktop size without window border) (yikes). Or... set d3d_antialias = 9 This will only work if no post processing shaders are used, though.
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