Texture Downsampling: Achieve Ultimate Graphics Fidelity

Say, you think that your rig is strong enough to run most games above 120 FPS, pushing the game graphics settings to the limit is way to go. Resolution, anti-aliasing, anisotropic filtering, texture quality, shadow quality, water reflections, depth-of-field, motion blur, ambient occlusion, HDR, post processing, etc are some settings which can impact how good the game graphics can be. However, we as human never stop chasing perfection. We always try to climb the highest of the highest mountain as high as we can be. For the “graphics-phile” gamer, they also try to push the rig beyond their limit to achieve the unachievable graphics fidelity.

Okay, let’s drop the charade here.

Pursuit of Higher Fidelity Graphics

Say, you already set everything to ultra but you still see there are some edges (jagged, or worse) and try to achieve something more, what else can you do? We know that we already have a lot of anti-aliasing algorithm to reduce (if not eliminate) jagged edges, from the cheapest like multisampling anti-aliasing (MSAA), propietary tech like NVIDIA FXAA, TXAA – AMD MLAA, and the most powerful one: Supersampling (SSAA).

Supersampling is the best anti-aliasing ever. Rather than approximate each vertex intersection, SSAA brute-force applies anti-aliasing to every, single, pixel in the framebuffer.The end result is smoother edges and more beautiful graphics with the cost of very, very demanding performance (every brute-force algorithm is very demanding). That’s why many games opt-out the SSAA method and choose a more considerable approach like MSAA/TXAA.

However, since you can already push the rig to the limit, why don’t developer let you to do the SSAA?

Don’t worry, since we already have: Texture Downsampling. Continue reading