V!nc3r Posted May 28, 2018 Share Posted May 28, 2018 If we take this default scene, we can notice that the aliasing is nice & OK: https://www.babylonjs-playground.com/#9R74DF#7 But if on line 32 you enable the pipeline, the result is not quite good (by using the default values of FSAA & MSAA) : https://www.babylonjs-playground.com/#9R74DF#6 So my question is: by default, without renderingPipeline, which aliasing is used? And what settings have we to be tweaked and/or enabled in the pipeline options to get the exact same default aliasing? Is it also possible to get this default aliasing without using the pipeline? (can be useful when usin colorGrading texture: https://www.babylonjs-playground.com/#9R74DF#8) Quote Link to comment Share on other sites More sharing options...
Wingnut Posted May 28, 2018 Share Posted May 28, 2018 Hiya V. I'm not qualified to answer, but can anything be learned from this PG: https://www.babylonjs-playground.com/#Y3C0HQ#146 During a wide SRC search for 'MSAA', that term popped-up in the What's New doc... ...so I clicked it and found that PG. Might be useless for ya. Stay tuned for better answers. Oh, @trevordev is here... he's a genius and a darned nice guy, too. I think he created that awesome playground. Maybe he will visit and teach us something. Hi T! Thx T! trevordev 1 Quote Link to comment Share on other sites More sharing options...
trevordev Posted May 28, 2018 Share Posted May 28, 2018 Hi, When not using the default pipeline I believe msaa 4x is used but when enabling the default pipeline msaa is off by default (see line 42 samples is set to 1). To get the default pipeline to get the same behavior as no pipeline try setting samples = 4 on line 42. To get no aliasing without the default pipeline you can try to set anti aliasing to false in the engine constructor. (See https://doc.babylonjs.com/how_to/optimizing_your_scene) Hope that helps Wingnut and V!nc3r 1 1 Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted May 29, 2018 Author Share Posted May 29, 2018 Thanks for explanation, it helps to understand. However, if we're (a little? :-D) meticulous, we can notice a very small difference between default MSAA and pipeline MSAA : https://imgur.com/8KGr8D2 Is it the same algorithmic for both? Quote Link to comment Share on other sites More sharing options...
trevordev Posted May 29, 2018 Share Posted May 29, 2018 @V!nc3r I think the msaa algo is the same for both. To get it to look identical you should also turn off imageProcessingEnabled (Line 71) which might be causing the differences in your comparison (see https://www.babylonjs-playground.com/#9R74DF#9). Let me know if you notice any other issues. V!nc3r 1 Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted May 30, 2018 Author Share Posted May 30, 2018 That's it! Turing imageProcessing off make it exactly the same. Thanks! Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted August 3, 2018 Author Share Posted August 3, 2018 I up this topic with a question, not sure if it's a bug or me misundertanding something: open this playground in Edge (42.17134.1.0) > https://www.babylonjs-playground.com/#K4S3GU#22 It's more visible in the playground than in this gif, bug AA is OK without pipeline, but isn't with pipeline. So, if the default MSAA is the same than the one in the pipeline, is it a bug here, or something wrong I'm doing? (also, I've noticed that set pipeline.samples = 1 doesn't show the warning, but still doesn't enable the MSAA.) Quote Link to comment Share on other sites More sharing options...
Guest Posted August 3, 2018 Share Posted August 3, 2018 Yep the message told you everything: We need webGL2 to have MSAA on rendertargets (used by postprocess effects). you can add FXAA in your pipeline to compensate a bit when using webgl1 browsers like Edge Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted August 3, 2018 Author Share Posted August 3, 2018 OK, so the default MSAA (without pipeline) doesn't use rendertarget but something else, that's the difference? Quote Link to comment Share on other sites More sharing options...
Guest Posted August 3, 2018 Share Posted August 3, 2018 Fullscreen MSAA is done natively by the canvas (so it works everywhere) Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted August 3, 2018 Author Share Posted August 3, 2018 Thanks for explanations! GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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