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	<title>Comments on: When anti-aliasing hurts</title>
	<atom:link href="http://www.stonesand.net/2005/11/14/49/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.stonesand.net/2005/11/14/49/</link>
	<description>Geektime</description>
	<pubDate>Thu, 29 Jul 2010 15:42:05 +0000</pubDate>
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		<title>By: Alex Fetcher</title>
		<link>http://www.stonesand.net/2005/11/14/49/comment-page-2/#comment-14649</link>
		<dc:creator>Alex Fetcher</dc:creator>
		<pubDate>Thu, 01 Nov 2007 12:13:32 +0000</pubDate>
		<guid isPermaLink="false">http://oregonstate.edu/~brewsteb/?p=49#comment-14649</guid>
		<description>Great site!4915a920bca3a7608756345b67d225d4</description>
		<content:encoded><![CDATA[<p>Great site!4915a920bca3a7608756345b67d225d4</p>
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		<title>By: meme</title>
		<link>http://www.stonesand.net/2005/11/14/49/comment-page-1/#comment-1757</link>
		<dc:creator>meme</dc:creator>
		<pubDate>Wed, 07 Jun 2006 14:45:14 +0000</pubDate>
		<guid isPermaLink="false">http://oregonstate.edu/~brewsteb/?p=49#comment-1757</guid>
		<description>im playing halo2 on my lcd monitor, on the xbox 360, i've gone through all the resolutions available and cant seem to get a setting i like. it looks better on the 50hz crappy tv that i bought on ebay for 50 quid</description>
		<content:encoded><![CDATA[<p>im playing halo2 on my lcd monitor, on the xbox 360, i&#8217;ve gone through all the resolutions available and cant seem to get a setting i like. it looks better on the 50hz crappy tv that i bought on ebay for 50 quid</p>
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		<title>By: Kyle</title>
		<link>http://www.stonesand.net/2005/11/14/49/comment-page-1/#comment-550</link>
		<dc:creator>Kyle</dc:creator>
		<pubDate>Fri, 18 Nov 2005 19:07:39 +0000</pubDate>
		<guid isPermaLink="false">http://oregonstate.edu/~brewsteb/?p=49#comment-550</guid>
		<description>From my experience so far (having won a 360), Halo 2 seems to be rendering at a higher resolution than it used to.  I can read the text on some objects that I could never before, and can notice where some textures (such as on a package of shotgun shells) weren't stored in a high resolution.  I don't have an HDTV, but I can already tell the difference.</description>
		<content:encoded><![CDATA[<p>From my experience so far (having won a 360), Halo 2 seems to be rendering at a higher resolution than it used to.  I can read the text on some objects that I could never before, and can notice where some textures (such as on a package of shotgun shells) weren&#8217;t stored in a high resolution.  I don&#8217;t have an HDTV, but I can already tell the difference.</p>
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		<title>By: Josh</title>
		<link>http://www.stonesand.net/2005/11/14/49/comment-page-1/#comment-548</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Fri, 18 Nov 2005 04:45:06 +0000</pubDate>
		<guid isPermaLink="false">http://oregonstate.edu/~brewsteb/?p=49#comment-548</guid>
		<description>I had thought that the images Halo 2 generated in the frame buffer were at 1600x1200 resolution and that is why all the screenshots that Bungie has posted of the game are at 1600x1200.  Go check for yourself, just click on the image to get the high-res version in the screenshot gallery.  

&lt;a href="http://bungie.net/images/Games/Halo2/screenshots/h2_mp_relic_action.jpg" rel="nofollow"&gt;
For example:&lt;/a&gt;

If that is indeed the case then there is plenty of image information to fill up a 720p signal, and it would explain why Frankie does not see any image loss.  In fact the 720p signal will show you more of the scene than the Xbox was rendering.</description>
		<content:encoded><![CDATA[<p>I had thought that the images Halo 2 generated in the frame buffer were at 1600&#215;1200 resolution and that is why all the screenshots that Bungie has posted of the game are at 1600&#215;1200.  Go check for yourself, just click on the image to get the high-res version in the screenshot gallery.  </p>
<p><a href="http://bungie.net/images/Games/Halo2/screenshots/h2_mp_relic_action.jpg" rel="nofollow"><br />
For example:</a></p>
<p>If that is indeed the case then there is plenty of image information to fill up a 720p signal, and it would explain why Frankie does not see any image loss.  In fact the 720p signal will show you more of the scene than the Xbox was rendering.</p>
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		<title>By: Halo Fan</title>
		<link>http://www.stonesand.net/2005/11/14/49/comment-page-1/#comment-547</link>
		<dc:creator>Halo Fan</dc:creator>
		<pubDate>Thu, 17 Nov 2005 23:01:05 +0000</pubDate>
		<guid isPermaLink="false">http://oregonstate.edu/~brewsteb/?p=49#comment-547</guid>
		<description>Check out &lt;a href="http://www.bizarreonline.net/forum/viewtopic.php?t=8837&#38;postdays=0&#38;postorder=asc&#38;start=225" rel="nofollow"&gt;this&lt;/a&gt; post for the reasoning behind PGR3 running at 1024x600.

Not all upscalers are created equal, the scaler in the 360 (along with other PC video cards) does a much better job of resizing an image than 90% of the scalers in entry level HDTVs.  For an explanition on how scalers work read &lt;a href="http://hometheatermag.com/gearworks/1105gearworks/" rel="nofollow"&gt;this&lt;/a&gt; article.</description>
		<content:encoded><![CDATA[<p>Check out <a href="http://www.bizarreonline.net/forum/viewtopic.php?t=8837&amp;postdays=0&amp;postorder=asc&amp;start=225" rel="nofollow">this</a> post for the reasoning behind PGR3 running at 1024&#215;600.</p>
<p>Not all upscalers are created equal, the scaler in the 360 (along with other PC video cards) does a much better job of resizing an image than 90% of the scalers in entry level HDTVs.  For an explanition on how scalers work read <a href="http://hometheatermag.com/gearworks/1105gearworks/" rel="nofollow">this</a> article.</p>
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		<title>By: McGrude</title>
		<link>http://www.stonesand.net/2005/11/14/49/comment-page-1/#comment-545</link>
		<dc:creator>McGrude</dc:creator>
		<pubDate>Thu, 17 Nov 2005 21:45:41 +0000</pubDate>
		<guid isPermaLink="false">http://oregonstate.edu/~brewsteb/?p=49#comment-545</guid>
		<description>What if the emulation software/profile code that is installed to enable backwards compatibility for Halo/Halo2 is actually manipulating the frame buffer size that the game engine is rendering into?  Bungie clearly has a great deal of knowledge about the internals of the original software.  If the emulation software was able to manipulate the emulated software to render into a larger frame buffer then the frames would be rendered into this larger 1280x720 buffer.

Consider, for example, a postscript file.  Postscript code has no knowledge of the capabilities of the output device.  You can render this file to a 300 dpi printer, a 600 dpi printer, or even a 72dpi device such as a monitor.  To each device the file is rendered correctly.  If it were not then the 600dpi ouput image would be only 1/4 the area of the same output on the 300dpi printer.  Likewise the 72dpi output would be about 16 times larger than the 300 dpi output.  This is not the case.  1 inch on the 300 dpi device is 1 inch on the 600 dpu device.

Clearly postscript is a different beast than Halo/Halo2 game engine rendering, but if the graphic routines within the engine were abstracted properly then one could easily manipulate the frame buffer dimensions and render the output to a larger frame, without post-processing upscaling.  In fact if Bungie at one time intended to render to a larger frame (720p) and didn't because of the hardware capabilities of the first generation XBox then I'd suspect that the frame buffer size was abstracted from the code that actually does the drawing.  It is really about having two coordinate systems one for the vetor graphics and one for the physical frame buffer pixel graphics,  the vetor drawing routines draw in their coordinate system and the routines that actually manipulate the pysical frame buffer would perform a coordinate conversion function (multipler) to scale from the vector coordinate system to the physical one.   If the dimensions of the physical frame buffer is changed then the multiplier is changed to adapt to the new size. 

My $0.02

 - McGrude</description>
		<content:encoded><![CDATA[<p>What if the emulation software/profile code that is installed to enable backwards compatibility for Halo/Halo2 is actually manipulating the frame buffer size that the game engine is rendering into?  Bungie clearly has a great deal of knowledge about the internals of the original software.  If the emulation software was able to manipulate the emulated software to render into a larger frame buffer then the frames would be rendered into this larger 1280&#215;720 buffer.</p>
<p>Consider, for example, a postscript file.  Postscript code has no knowledge of the capabilities of the output device.  You can render this file to a 300 dpi printer, a 600 dpi printer, or even a 72dpi device such as a monitor.  To each device the file is rendered correctly.  If it were not then the 600dpi ouput image would be only 1/4 the area of the same output on the 300dpi printer.  Likewise the 72dpi output would be about 16 times larger than the 300 dpi output.  This is not the case.  1 inch on the 300 dpi device is 1 inch on the 600 dpu device.</p>
<p>Clearly postscript is a different beast than Halo/Halo2 game engine rendering, but if the graphic routines within the engine were abstracted properly then one could easily manipulate the frame buffer dimensions and render the output to a larger frame, without post-processing upscaling.  In fact if Bungie at one time intended to render to a larger frame (720p) and didn&#8217;t because of the hardware capabilities of the first generation XBox then I&#8217;d suspect that the frame buffer size was abstracted from the code that actually does the drawing.  It is really about having two coordinate systems one for the vetor graphics and one for the physical frame buffer pixel graphics,  the vetor drawing routines draw in their coordinate system and the routines that actually manipulate the pysical frame buffer would perform a coordinate conversion function (multipler) to scale from the vector coordinate system to the physical one.   If the dimensions of the physical frame buffer is changed then the multiplier is changed to adapt to the new size. </p>
<p>My $0.02</p>
<p> - McGrude</p>
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		<title>By: Sandstone</title>
		<link>http://www.stonesand.net/2005/11/14/49/comment-page-1/#comment-544</link>
		<dc:creator>Sandstone</dc:creator>
		<pubDate>Thu, 17 Nov 2005 20:18:12 +0000</pubDate>
		<guid isPermaLink="false">http://oregonstate.edu/~brewsteb/?p=49#comment-544</guid>
		<description>One other thought - imagine that the final render into the frame buffer is done with the expectation that an AA pass would be applied - that would make the AA be a non-lossy edit, as it's just one more stage in the frame pipeline.  I had thought that that would require a change to the game code, though, which I also thought wasn't possible?  Thoughts?</description>
		<content:encoded><![CDATA[<p>One other thought - imagine that the final render into the frame buffer is done with the expectation that an AA pass would be applied - that would make the AA be a non-lossy edit, as it&#8217;s just one more stage in the frame pipeline.  I had thought that that would require a change to the game code, though, which I also thought wasn&#8217;t possible?  Thoughts?</p>
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		<title>By: Sandstone</title>
		<link>http://www.stonesand.net/2005/11/14/49/comment-page-1/#comment-543</link>
		<dc:creator>Sandstone</dc:creator>
		<pubDate>Thu, 17 Nov 2005 20:13:03 +0000</pubDate>
		<guid isPermaLink="false">http://oregonstate.edu/~brewsteb/?p=49#comment-543</guid>
		<description>Nice to see a healthy discussion - thanks everyone for pointing out incorrect conclusions I've drawn.  Being incorrect lets you learn, no?

Anyone know why upscaling to an image size that isn't a whole integer factor bigger isn't lossy?  I guess I don't understand why that would be the case.

Here's the golden rule: anytime you edit image data, you lose the original data.  However, your edit may make it look subjectively better.  My claim was that editing the frame with an AA pass after Halo 2 is done with it, as it sits in a frame buffer, theoretically entails the loss of data; it may in fact &lt;i&gt;look better&lt;/i&gt; - but this wasn't something I could test, and I'm glad that Frankie was willing to let us know about their subjective tests.

I've got my Xbox 360 pre-ordered for Tuesday, and I sure can't wait to pop Halo 2 in - it's the first thing I'll try.  I stood in line for all night for Halo 2, and I'll stand in line for the 360, too. :)</description>
		<content:encoded><![CDATA[<p>Nice to see a healthy discussion - thanks everyone for pointing out incorrect conclusions I&#8217;ve drawn.  Being incorrect lets you learn, no?</p>
<p>Anyone know why upscaling to an image size that isn&#8217;t a whole integer factor bigger isn&#8217;t lossy?  I guess I don&#8217;t understand why that would be the case.</p>
<p>Here&#8217;s the golden rule: anytime you edit image data, you lose the original data.  However, your edit may make it look subjectively better.  My claim was that editing the frame with an AA pass after Halo 2 is done with it, as it sits in a frame buffer, theoretically entails the loss of data; it may in fact <i>look better</i> - but this wasn&#8217;t something I could test, and I&#8217;m glad that Frankie was willing to let us know about their subjective tests.</p>
<p>I&#8217;ve got my Xbox 360 pre-ordered for Tuesday, and I sure can&#8217;t wait to pop Halo 2 in - it&#8217;s the first thing I&#8217;ll try.  I stood in line for all night for Halo 2, and I&#8217;ll stand in line for the 360, too. <img src='http://www.stonesand.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Frankie (Bungie)</title>
		<link>http://www.stonesand.net/2005/11/14/49/comment-page-1/#comment-542</link>
		<dc:creator>Frankie (Bungie)</dc:creator>
		<pubDate>Thu, 17 Nov 2005 18:57:44 +0000</pubDate>
		<guid isPermaLink="false">http://oregonstate.edu/~brewsteb/?p=49#comment-542</guid>
		<description>Multisampling. Again, this is just one of those things that you can only demonstrate. No amount of explanation shows the difference. The best demonstration I had though, is that my wife could tell the difference (sorry, Mrs. Frank). She thought it looked "much better."</description>
		<content:encoded><![CDATA[<p>Multisampling. Again, this is just one of those things that you can only demonstrate. No amount of explanation shows the difference. The best demonstration I had though, is that my wife could tell the difference (sorry, Mrs. Frank). She thought it looked &#8220;much better.&#8221;</p>
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		<title>By: kapowaz</title>
		<link>http://www.stonesand.net/2005/11/14/49/comment-page-1/#comment-541</link>
		<dc:creator>kapowaz</dc:creator>
		<pubDate>Thu, 17 Nov 2005 18:50:03 +0000</pubDate>
		<guid isPermaLink="false">http://oregonstate.edu/~brewsteb/?p=49#comment-541</guid>
		<description>Ok Frankie, seeing as you're in on this thread I have a couple of questions which would put the matter beyond doubt (and satisfy the curiosity of the inner geek in several of us, myself included).

First of all, at what resolution is the 3D scene being drawn? 480p or 720p? I think it is fair to say that it is indeed wrong to call upscaling 'lossy', as there isn't anything being lost. But if the scene is being drawn at 480p then upscaled the image is fundamentally having extra data created that wasn't in the original scene, probably based on nearest neighbour interpolation. Again, this isn't losing anything, but there is a massive difference between an image drawn at &lt;i&gt;X&lt;/i&gt;x&lt;i&gt;Y&lt;/i&gt; and an image created at &lt;i&gt;P&lt;/i&gt;x&lt;i&gt;Q&lt;/i&gt; and &lt;i&gt;resized&lt;/i&gt; to &lt;i&gt;X&lt;/i&gt;x&lt;i&gt;Y&lt;/i&gt;.

Secondly, what antialiasing method is being used? Is it multisampling or supersampling? It would seem likely it is multisampling applied prior to upscaling, but it could be either.

Ultimately I think that the premise of this article - that this method of anti-aliasing will harm the image quality - is in certain instances wrong, and in that I can understand why you guys would be upset at that assertion. The only circumstances where I feel there is potential for a worse quality result is if this upscaling happens only to be downscaled again to show on 480p (or less - pity us poor Brits and our crappy TVs). In &lt;i&gt;that&lt;/i&gt; circumstance Sandstone is right - there &lt;i&gt;would&lt;/i&gt; be loss in image quality, as you'll be throwing away data that was created in order to fit a bigger picture on a smaller screen. Think what happens to an image in Photoshop if you resize it up and down a couple of times. I can't say I've heard any comments to the effect that this feature would be optional or not, but if it isn't then I can't imagine that lower resolution displays would end up with a better quality picture than the Xbox original.

Either way, we'll have to wait and see, like you say, then decide.</description>
		<content:encoded><![CDATA[<p>Ok Frankie, seeing as you&#8217;re in on this thread I have a couple of questions which would put the matter beyond doubt (and satisfy the curiosity of the inner geek in several of us, myself included).</p>
<p>First of all, at what resolution is the 3D scene being drawn? 480p or 720p? I think it is fair to say that it is indeed wrong to call upscaling &#8216;lossy&#8217;, as there isn&#8217;t anything being lost. But if the scene is being drawn at 480p then upscaled the image is fundamentally having extra data created that wasn&#8217;t in the original scene, probably based on nearest neighbour interpolation. Again, this isn&#8217;t losing anything, but there is a massive difference between an image drawn at <i>X</i>x<i>Y</i> and an image created at <i>P</i>x<i>Q</i> and <i>resized</i> to <i>X</i>x<i>Y</i>.</p>
<p>Secondly, what antialiasing method is being used? Is it multisampling or supersampling? It would seem likely it is multisampling applied prior to upscaling, but it could be either.</p>
<p>Ultimately I think that the premise of this article - that this method of anti-aliasing will harm the image quality - is in certain instances wrong, and in that I can understand why you guys would be upset at that assertion. The only circumstances where I feel there is potential for a worse quality result is if this upscaling happens only to be downscaled again to show on 480p (or less - pity us poor Brits and our crappy TVs). In <i>that</i> circumstance Sandstone is right - there <i>would</i> be loss in image quality, as you&#8217;ll be throwing away data that was created in order to fit a bigger picture on a smaller screen. Think what happens to an image in Photoshop if you resize it up and down a couple of times. I can&#8217;t say I&#8217;ve heard any comments to the effect that this feature would be optional or not, but if it isn&#8217;t then I can&#8217;t imagine that lower resolution displays would end up with a better quality picture than the Xbox original.</p>
<p>Either way, we&#8217;ll have to wait and see, like you say, then decide.</p>
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