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I could be wrong but my impression is that actor "lv_gltest"…
… does not activate anti-aliasing and hence misses out on sharper edges. I'd be curious how much sharper the picture and how much slower the animation gets when activated. I have not looked into details myself yet. @kaixiong what do you think?
@hartwork, SDL 1.2 does support the multisampling attributes. Having anti-aliasing for all of the included OpenGL visualizations would be nice.
Just to go off on a tangent a bit, multi-sampling is the simplest way to achieve AA. it's not the best way to do it today with the wide availability of pixel shaders however. Essentially, multisampling renders at a higher resolution and then downsamples, so it's pretty bad for applications that are already fill rate limited. We don't currently have this problem though.
For more demanding visualizations next time, we can use AMD FSR. It does upscaling instead.
Just to go off on a tangent a bit, multi-sampling is the simplest way to achieve AA. it's not the best way to do it today with the wide availability of pixel shaders however. Essentially, multisampling renders at a higher resolution and then downsamples, so it's pretty bad for applications that are already fill rate limited. We don't currently have this problem though.
For more demanding visualizations next time, we can use AMD FSR. It does upscaling instead.
Interesting pointers. Maybe we can have good old bad AA first and then iterate.
That said, my hardware is not good for benchmarking performance here since my graphics card is pretty high end. Maybe it's time to whip out my Raspberry Pi 3b for testing!
Here's a link to the AMD FSR2 project on GitHub for reference.. I think it only supports DirectX or Vulkan though. Porting it to OpenGL should be possible but extra work.
That said, my hardware is not good for benchmarking performance here since my graphics card is pretty high end. Maybe it's time to whip out my Raspberry Pi 3b for testing!
@kaixiong 😄 I'm writing from an i5 ThinkPad X220. That's probably (old and) slow enough to make me notice significant drops in performance, and stay away from fullscreen with non-GL actors.
Here's a link to the AMD FSR2 project on GitHub for reference.. I think it only supports DirectX or Vulkan though. Porting it to OpenGL should be possible but extra work.
Activity
[-]Enabled anto-aliasing for actor "lv_gltest"?[/-][+]Enable anti-aliasing for actor "lv_gltest"?[/+]hartwork commentedon Feb 3, 2023
PS: It seems like SDL 2 has GL attributes for anti-aliasing but SDL 1 does not plus lv-tool on 0.4.x is not yet setting GL attributes.
kaixiong commentedon Feb 3, 2023
@hartwork, SDL 1.2 does support the multisampling attributes. Having anti-aliasing for all of the included OpenGL visualizations would be nice.
Just to go off on a tangent a bit, multi-sampling is the simplest way to achieve AA. it's not the best way to do it today with the wide availability of pixel shaders however. Essentially, multisampling renders at a higher resolution and then downsamples, so it's pretty bad for applications that are already fill rate limited. We don't currently have this problem though.
For more demanding visualizations next time, we can use AMD FSR. It does upscaling instead.
hartwork commentedon Feb 3, 2023
@kaixiong seem's like you're right for SDL >=1.2.6 — nice!
Interesting pointers. Maybe we can have good old bad AA first and then iterate.
kaixiong commentedon Feb 3, 2023
@hartwork, yeah let's do it.
That said, my hardware is not good for benchmarking performance here since my graphics card is pretty high end. Maybe it's time to whip out my Raspberry Pi 3b for testing!
Here's a link to the AMD FSR2 project on GitHub for reference.. I think it only supports DirectX or Vulkan though. Porting it to OpenGL should be possible but extra work.
hartwork commentedon Feb 4, 2023
@kaixiong 😄 I'm writing from an i5 ThinkPad X220. That's probably (old and) slow enough to make me notice significant drops in performance, and stay away from fullscreen with non-GL actors.
Thanks for the link 👍
kaixiong commentedon Feb 12, 2023
@hartwork, for actors using texture mapping, it is also a good idea to enable anisotropic filtering.