Affair with a pixel
Anti-aliasing, or edge smoothing is one of the most important graphics settings. This option greatly improves the appearance of the game by … well, in explaining the anti-aliasing have to look a little deeper. Exactly the smallest part, which consists of an image seen by us.
A is the pixel representing the particular color, which is the smallest single picture element which does not have a certain size (the size is changed depending on the number of pixels). One pixel for monitors is a very small square. Monitor resolution is just the number of pixels which matrix is vertically and horizontally. For example, matrix full HD, or a resolution of 1920 × 1080, has 1920 pixels in each of its 1080 lines.
Knowing already what makes up the picture, we can conclude that if it is not a straight line or a horizontal to a greater or lesser approximately in the end we will see him forming squares. And here comes the term “aliasing” and it occurs when we see the image forming squares.
So anti-aliasing is simply the Contra peculiar to this type of phenomenon … but not the only one. Higher resolution means increasing the number of pixels which in turn makes it even more difficult to us to see the awkwardness of the image. Sometimes great resolution on small screens make the same anti-aliasing does not make much difference.
But even now, many players use the anti-aliasing option, which is all about colors, where the image seen from the appropriate distance looks much better than its counterpart without this option.
These options are many and each of them obtains a similar effect by other means. Starting with the oldest Full Scene Anti-Aliasing (FSAA) through Super sampling (SSAA), newer Multi sampling (MSAA) and similar to its Multi Frame Anti-Aliasing (MFAA) Coverage Sampling Anti-Aliasing (CSAA), and ending with the drop Nvidia Fast Approximate Anti-Aliasing (FXAA), which is a low-use components can smooth the edges, but the image itself can sometimes lose focus.
Rather than dwell on what the individual with them, I will focus on fairly universal SSAA, and later MFAA. SSAA is to render the image in a higher resolution. So that, as seen by us pixel corresponds in fact several of which after collection of colors formed an intermediate color.
This method, even though it takes a lot of performance to meet today because of the universal effect in almost every situation.
MFAA borrowed many solutions with MSAA, but instead of storing the data in ROM are stored in RAM. This method involves the use and amalgamating data from adjacent frames. The effect comes down to jump between degrees of anti-aliasing, also at 4xMSAA game it looks like when 8xMSAA. But it works only on the new GeForce 950 and above.
So, with what method is best to use? Here’s the problem. Depending on how the image was created, each of the methods of smoothing the edges may fall out differently. Also, for best results you need a little experiment. But do not forget that the greatest differences makes the resolution.