Ian Bell
Premium
- 728
- Ireland
Bit of a heads up on the choices we had to make regarding anti aliasing in Shift 2.
The new render engine for Shift 2 as well as having a full HDR range is also completely deferred. I think this is the first of its type in a racer and came with some benefits as well as trade-offs. We were able to go nuts on the night lighting and multiple cast real time shadows because of being deferred but the trade-off is that AA becomes a bit of a bitch to do. You can't run standard MSAA in the normal way. We used morphological antialiasing on the PC and consoles. The PC settings for medium is edge detect and for high also reads depth information. On PS3 we run post processed MLAA totally on SPU.
If we didn't have the night racing we could have gotten away with an enhanced Shift 1 render setup with the increased range and contrast and used simple MSAA (4x on 360 and quincunx on PS3).
Edit, should mention that the PC AA will eat CPU time as it's the only place we can run it on a fully deferred engine.
The new render engine for Shift 2 as well as having a full HDR range is also completely deferred. I think this is the first of its type in a racer and came with some benefits as well as trade-offs. We were able to go nuts on the night lighting and multiple cast real time shadows because of being deferred but the trade-off is that AA becomes a bit of a bitch to do. You can't run standard MSAA in the normal way. We used morphological antialiasing on the PC and consoles. The PC settings for medium is edge detect and for high also reads depth information. On PS3 we run post processed MLAA totally on SPU.
If we didn't have the night racing we could have gotten away with an enhanced Shift 1 render setup with the increased range and contrast and used simple MSAA (4x on 360 and quincunx on PS3).
Edit, should mention that the PC AA will eat CPU time as it's the only place we can run it on a fully deferred engine.