Millions of people play this game...if it was an option in the game, most would use it. Since it's not in the game, most people don't know about this... :blink.gif:
Then just keep it forced through the card rather than the game?
People may have other java games, and they might want to have different settings for each game. (In the nvidia control panel, you have to adjust the settings for the java executable itself) Plus, forcing it does not work on some older cards or it causes artifacts (seams). When I get the time I'm going to post some screenshots of minecraft comparing with and without.
People may have other java games, and they might want to have different settings for each game. (In the nvidia control panel, you have to adjust the settings for the java executable itself) Plus, forcing it does not work on some older cards or it causes artifacts (seams). When I get the time I'm going to post some screenshots of minecraft comparing with and without.
I'll have those examples up tomorrow, I was thinking of doing the same thing.
For all those "AV specialists" who are ranting about how antialiasing only works on curves:
EDIT: Please resize to 100%, the lines got blurred for me
And for those who say it will take forever to implement, it is as simple as adding a few lines of code to tell the graphics card to turn on antialiasing, and adding a menu button SO YOU CAN TURN IT OFF IF YOU DONT LIKE IT OR YOU HAVE CRAPPY INTERGRATED GRAPHICS.
Also, I like what that other person said about a custom shader to antialias the edges of textels, heck, notch should just add custom shader support into minecraft. For now, I don't think MSAA (only does the edges of polygons) will help very much, notch should just add full scene antialiasing to get everything covered. It would only be for those with good gfx cards though.
EDIT: 42nd post! w00t!
! AGAIN ! default a block has 2 polygons.. 2!(per a side) YOUR DEMONSTRRATION of an edge shows hundreds of polygon edging... anti-aliasing is "polygon smoothing" you cannot "smooth" 2 damn polygons! this will only work on higher set or "hd" modded where you force moar! i.e. at 64x64 (thats what it is refering to)
fyi: all java rendering is done client side, so does not create lag for other players
and a BETTER method of edge smoothing is vortex or sub-pixles or to use a lighting effect overlay.
... ALSO aliasing only works when you come across a non x,y,z @ 90 deg angle... THIS DOES NOT EXIST IN A WORLD MADE OUT OF 90 DEG CUBES! (like your slanted line in diag.)
My last thought is this...
Minecraft is about imagination, ingenuity and comunity...
if you want DX11, hydrodynamic physics, 12x anti-aliasing and some real-time vector path physics AI...
YOUR PLAYING THE WRONG GAME
(caps lock... the cruise control of the internet)
p.s. (read with a hipster voice) OMG, gyz! my GPUZ totally Benchied @! leik 300fps le meinkart! totally worth the $6000 to play meinkart on
... ALSO aliasing only works when you come across a non x,y,z @ 90 deg angle... THIS DOES NOT EXIST IN A WORLD MADE OUT OF 90 DEG CUBES! (like your slanted line in diag.)
I was going to bring that up also but its not worth arguing with these people they dont understand how AA works...
Seriously? AA isn't about making Minecraft a hyper-realistic game. It's not going to suddenly get rid of the simple graphics and blockiness of the game. It's going to get rid of those weird patterns you see in far away blocks. Here, I'll post the examples from the wikipedia page:
The first picture is NOT anti-aliased. The second and third pictures are two different types of anti-aliasing. See how improved it looks? Feriscool was kind enough to link to the wikipedia page in the OP, so please read on if this interests you. In fact, here it is again.
Rollback Post to RevisionRollBack
"Some scientists claim that hydrogen, because it is so plentiful, is the basic building block of the universe. I dispute that. I say that there is more stupidity than hydrogen, and that is the basic building block of the universe." -Frank Zappa
! AGAIN ! default a block has 2 polygons.. 2!(per a side) YOUR DEMONSTRRATION of an edge shows hundreds of polygon edging... anti-aliasing is "polygon smoothing" you cannot "smooth" 2 damn polygons! this will only work on higher set or "hd" modded where you force moar! i.e. at 64x64 (thats what it is refering to)
fyi: all java rendering is done client side, so does not create lag for other players
and a BETTER method of edge smoothing is vortex or sub-pixles or to use a lighting effect overlay.
... ALSO aliasing only works when you come across a non x,y,z @ 90 deg angle... THIS DOES NOT EXIST IN A WORLD MADE OUT OF 90 DEG CUBES! (like your slanted line in diag.)
My last thought is this...
Minecraft is about imagination, ingenuity and comunity...
if you want DX11, hydrodynamic physics, 12x anti-aliasing and some real-time vector path physics AI...
YOUR PLAYING THE WRONG GAME
(caps lock... the cruise control of the internet)
p.s. (read with a hipster voice) OMG, gyz! my GPUZ totally Benchied @! leik 300fps le meinkart! totally worth the $6000 to play meinkart on
What is the edge of a triangle? You guessed it, a line! And on the screen, haven't you seen edges of blocks that dont run straight up/down or left/right? Take a look at what you are really saying. I agree completely with the DX 11 (Java doesnt support it anyways), and hydrowhatever physics, and whatnot, but all AA does is reduce graphics artifacts. It'll still be the same old low res outdated minecraft graphics, just with much less graphical artifacts.
What is the edge of a triangle? You guessed it, a line! And on the screen, haven't you seen edges of blocks that dont run straight up/down or left/right? Take a look at what you are really saying. I agree completely with the DX 11 (Java doesnt support it anyways), and hydrowhatever physics, and whatnot, but all AA does is reduce graphics artifacts. It'll still be the same old low res outdated minecraft graphics, just with much less graphical artifacts.
Seriously? AA isn't about making Minecraft a hyper-realistic game. It's not going to suddenly get rid of the simple graphics and blockiness of the game. It's going to get rid of those weird patterns you see in far away blocks. Here, I'll post the examples from the wikipedia page:
The first picture is NOT anti-aliased. The second and third pictures are two different types of anti-aliasing. See how improved it looks? Feriscool was kind enough to link to the wikipedia page in the OP, so please read on if this interests you. In fact, here it is again.
This exactly! No anti-aliasing is a pain to the eye, for some places.
That is an EXCELLENT example. Beautifully shows the difference.
Why thank you!
Most people will not get as good results with antialiasing though. I used 32xAA (8xMSAA+24xCSAA) and 8xTAAA on my GTX460. Slower video cards will definitely NOT be able to handle this. I'll also post screenshots of 2x and 4x, which is what the average person would use.
People may have other java games, and they might want to have different settings for each game. (In the nvidia control panel, you have to adjust the settings for the java executable itself) Plus, forcing it does not work on some older cards or it causes artifacts (seams). When I get the time I'm going to post some screenshots of minecraft comparing with and without.
I'll have those examples up tomorrow, I was thinking of doing the same thing.
EDIT: uploading them right now.
! AGAIN ! default a block has 2 polygons.. 2!(per a side) YOUR DEMONSTRRATION of an edge shows hundreds of polygon edging... anti-aliasing is "polygon smoothing" you cannot "smooth" 2 damn polygons! this will only work on higher set or "hd" modded where you force moar! i.e. at 64x64 (thats what it is refering to)
fyi: all java rendering is done client side, so does not create lag for other players
and a BETTER method of edge smoothing is vortex or sub-pixles or to use a lighting effect overlay.
... ALSO aliasing only works when you come across a non x,y,z @ 90 deg angle... THIS DOES NOT EXIST IN A WORLD MADE OUT OF 90 DEG CUBES! (like your slanted line in diag.)
My last thought is this...
Minecraft is about imagination, ingenuity and comunity...
if you want DX11, hydrodynamic physics, 12x anti-aliasing and some real-time vector path physics AI...
YOUR PLAYING THE WRONG GAME
(caps lock... the cruise control of the internet)
p.s. (read with a hipster voice) OMG, gyz! my GPUZ totally Benchied @! leik 300fps le meinkart! totally worth the $6000 to play meinkart on
I was going to bring that up also but its not worth arguing with these people they dont understand how AA works...
Sup /b/ro? :tongue.gif:
Pshhh my comp cost me 3K including dual screens, case etc. and it runs at 268 on average :biggrin.gif:
The first picture is NOT anti-aliased. The second and third pictures are two different types of anti-aliasing. See how improved it looks? Feriscool was kind enough to link to the wikipedia page in the OP, so please read on if this interests you. In fact, here it is again.
What is the edge of a triangle? You guessed it, a line! And on the screen, haven't you seen edges of blocks that dont run straight up/down or left/right? Take a look at what you are really saying. I agree completely with the DX 11 (Java doesnt support it anyways), and hydrowhatever physics, and whatnot, but all AA does is reduce graphics artifacts. It'll still be the same old low res outdated minecraft graphics, just with much less graphical artifacts.
probably because my card does it regardless
Don't think its worth it.
Anti-aliasing does its best in places like huge plains, sheer slabs of bedrock, and generally large, open, far away places. Try another screenie!!
I, myself, know the importance of AA, but the screenshot doesn't do it justice.
This exactly! No anti-aliasing is a pain to the eye, for some places.
My card does too, but there's still aliasing on alot of things. the only things the card AA works on for minecraft is the outside edge of main blocks.
Look very closely at the blocks. There's a huge difference.
Again, make sure you view the images at 100% zoom
That is an EXCELLENT example. Beautifully shows the difference.
Why thank you!
Most people will not get as good results with antialiasing though. I used 32xAA (8xMSAA+24xCSAA) and 8xTAAA on my GTX460. Slower video cards will definitely NOT be able to handle this. I'll also post screenshots of 2x and 4x, which is what the average person would use.