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Supersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer programs that generate imagery. Aliasing occurs because unlike real-world objects, which have ...
The neural networks are trained on a per-game basis by generating a "perfect frame" using traditional supersampling to 64 samples per pixel, as well as the motion vectors for each frame. The data collected must be as comprehensive as possible, including as many levels, times of day, graphical settings, resolutions, etc. as possible.
Compared to supersampling, multisample anti-aliasing can provide similar quality at higher performance, or better quality for the same performance. Further improved results can be achieved by using rotated grid subpixel masks. The additional bandwidth required by multi-sampling is reasonably low if Z and colour compression are available. [8]
PS4 version 5.50 comes with a supersampling mode for the Pro console, which shows games at a higher resolution and with four times the amount of visual and color info than usual.
A new approach, area-based anti-aliasing (ABAA), relies on subpixel area sampling. It is the fastest and produces the best static and moving images with anti-aliasing. Currently, there is no readily available product using
In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts when representing a high-resolution image at a lower resolution.
Temporal anti-aliasing (TAA) is a spatial anti-aliasing technique for computer-generated video that combines information from past frames and the current frame to remove jaggies in the current frame.
The IW engine is a game engine created and developed by Infinity Ward and its studio in Kraków, Poland for the Call of Duty series. [1] The engine was originally based on id Tech 3 by id Software with Ritual Entertainment's ÜberTools enhancements.