Sign in to follow this  
Followers 0
WaeV

InjectSMAA - Anti-Aliasing

16 posts in this topic

Tiddy-bits:

In a discussion with Btcc22, I learned more about why Halo cannot currently use anti-aliasing.

 

When you create a Direct3D rendering environment, you give it initialization parameters. One of these parameters is what level of MSAA ("real" AA) to use. Halo initialized its D3D environment without MSAA. In theory it would be simple enough to change the parameters to use MSAA, but if you do this Halo just renders a black screen.

 

The trouble is with something called a "backbuffer" -- where the next frame is rendered before being displayed on screen. Halo writes directly to the backbuffer, which isn't allowed when you're using MSAA. In order to turn MSAA on, Halo needs to be edited to use some other location as a buffer, then copy into the backbuffer... or something. I'm not exactly proficient in graphics programming, but I thought this was interesting and hopefully useful in the future.

Takka and Skeezix the Cat like this

Share this post


Link to post
Share on other sites

I've been using Gedosato on Halo for a while.  You can literally set Halo to render at any resolution you want, preferably with the same aspect ratio of your display, and it will downscale it.  Your screenshots will still be at your monitor's resolution, but you get supersampling AA and it looks pretty nice.


oVoXWXc.png

Share this post


Link to post
Share on other sites
Sign in to follow this  
Followers 0
  • Recently Browsing   0 members

    No registered users viewing this page.