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'''S'''ubpixel '''M'''orphological '''A'''nti-'''A'''liasing (SMAA) works similarly to FXAA or MLAA (which is what SMAA was based off), but results in much better image quality than both FXAA and MLAA, while also taking little performance impact. There are currently no {{goldsrc|1}}, {{source|1}} or {{source2|1}} games using this AA method, but users can add SMAA by using ReShade or {{L|Source Shader Editor}}. | '''S'''ubpixel '''M'''orphological '''A'''nti-'''A'''liasing (SMAA) works similarly to FXAA or MLAA (which is what SMAA was based off), but results in much better image quality than both FXAA and MLAA, while also taking little performance impact. There are currently no {{goldsrc|1}}, {{source|1}} or {{source2|1}} games using this AA method, but users can add SMAA by using ReShade or {{L|Source Shader Editor}}. | ||
==== | ====保守形态抗锯齿(CMAA)==== | ||
{{w|Conservative_morphological_anti-aliasing|'''C'''onservative '''M'''orphological '''A'''nti- '''A'''liasing}} (CMAA) | {{w|Conservative_morphological_anti-aliasing|'''C'''onservative '''M'''orphological '''A'''nti- '''A'''liasing}} (CMAA) | ||
最初是由英特尔公司的 Filip Strugar 开发的一种基于图像的后处理技术. CMAA 通过以下四个主要步骤减少锯齿: | |||
* | *色彩断层检测 | ||
* | *局部主导边缘检测 | ||
* | *简单形状处理 | ||
* | *对称长边缘形状处理 | ||
与 FXAA 相比,CMAA 虽然会产生轻微性能影响,但仍比 SMAA 对性能影响更小。它能在保留文本细节且不造成几何体过度模糊的前提下,实现高质量抗锯齿效果。 | |||
CMAA目前仅在{{Cs2|2}}中实现. | |||
{{note| | {{note | 当 {{csgo|4}} 被移植到{{src2|4}}(并更名为 {{cs2|4}})时,游戏不再支持快速近似抗锯齿(FXAA),转而采用保守形态抗锯齿(CMAA),并且不能再将其与多重采样抗锯齿(MSAA)搭配使用。}} | ||
=== 时间抗锯齿方法 === | === 时间抗锯齿方法 === |
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反锯齿(英语:anti-aliasing,简称AA)是一种图形技术,广泛应用于 Valve开发的视频游戏(如半衰期系列)以及其他软件产品(包括 Steam平台和
起源电影制作器等)。该技术通过消除计算机生成图像中的锯齿边缘,有效提升画面的视觉质量。
计算机显示器本质上是由大量可设置任意颜色或亮度的正方形像素构成的网格。正因为如此,显示器无法绘制出一条绝对笔直的线条 —— 无论像素数量有多少,都无法形成完全平滑的对角线。这种现象会导致阶梯状边缘伪影的出现,且分辨率越低,这种锯齿现象就越明显,这在视频游戏领域通常被称为走样。 Spatial anti-aliasing,常简称为 抗锯齿,旨在解决走样(Aliasing)问题。简而言之,抗锯齿技术通过平滑图像中的阶梯状边缘伪影,减少图像的像素感,同时不改变最终图像的分辨率。
抗锯齿技术在 PC 平台已实现成熟应用,但主机领域长期受限于硬件架构,直至 传送门2 (PlayStation 3版首次引入 MLAA 形态学抗锯齿)的问世才实现主机平台抗锯齿技术的突破。传统抗锯齿方案(如 MSAA 多重采样抗锯齿)因需对每个像素进行多次采样,导致计算资源消耗极大;而后期游戏采用的后处理抗锯齿技术(如 FXAA 快速近似抗锯齿、TAA 时间性抗锯齿、MLAA 形态学抗锯齿)通过算法优化,在保持相近画质的前提下显著降低计算开销。值得注意的是, Xbox 360平台基于 起源2007开发的游戏均采用基于帧缓冲的软件抗锯齿方案(Software AA),其边缘平滑效果与现代后处理抗锯齿技术存在代际差距。
概述
传统抗锯齿方法
- Restore missing details and looks sharper compared to post-processing methods
- More expensive than post-processing methods (also SSAA is more demanding than MSAA, while produce better result)
- Most newer games (that uses deferred renderer) does not support these methods
- MSAA only: Does not apply anti-aliasing to transparent textures without alpha to coverage
超级采样抗锯齿 (SSAA)
SuperSampling Anti-Aliasing, also known as Full Scene Anti-Aliasing (FSAA) in some games and often interchangeable with the term downscaling.
- Technically when implemented correctly, these do differ in that downscaling applies to an entire frame buffer – 2D and 3D Elements, while SSAA/MSAA are techniques only applied internally to 3D elements. In some implementations this can result in a lesser performance impact and better compatibility.
Compared to MSAA, SSAA/FSAA produces the same result as MSAA, but completely reduced stair-step pattern in alpha textures, and makes transparent letters (on the container prop) less blurry. Additionally, ReShade depth buffer detection works with SSAA. However, despite it's very high-quality results, SSAA is very expensive when it comes to performance compared to MSAA, and SSAA is not available as an option in Source by default, but can be enabled below:
On NVIDIA graphics cards, it's implemented as OGSSAA (Ordered Grid Supersample Anti-Aliasing), and can only be enabled through third-party applications such as Nvidia Profile Inspector, using the following modes: 2x1, 1x2, 2x2, 3x3, 4x4. OGSSAA also only supports Direct3D.

降采样抗锯齿
Downscaling or downsampling is a brute-force method for AA, which applies SSAA to both 2D (such as HUD and UI) and 3D elements by running the game at a higher resolution. It can be enabled on graphics card control panel as NVIDIA DSR or AMD VSR. Unlike SSAA, downscaling will produce slightly blurrier results and does not get rid of the shimmering effect on transparent textures/objects.
Another downside to downscaling is that many older games' UI (such as VGUI ) will become smaller at higher resolutions. However, recently 半衰期2 and 半衰期2:死亡竞赛 (both since 20th anniversary), and aswell as 军团要塞2 has been updated to allow VGUI to scale properly on higher resolution, while all games since 求生之路 properly scales UI at 4K or higher (except close captioning which does not scales in 求生之路, but does on 求生之路2 and newer titles).
多重采样抗锯齿 (MSAA)
MultiSample Anti-Aliasing (MSAA) was the gaming industry standard of anti-aliasing (prior to the TAA gradually replacing MSAA in mid-late 2010s as games transitioned from forward rendering to deferred rendering), and as such is the only anti-aliasing available (alongside CSAA on NVIDIA cards prior to Maxwell) in all
起源 games before
反恐精英:全球攻势, and later available in
金源 in 2013, with only MSAA 4x being available, which is enabled by default. In
金源, the anti-aliasing can be disabled by starting with the -nomsaa launch option. Essentially, if a polygon is crossing a multisample point, or subpixel, it detects how many of its neighboring points are also being intersected, then takes the color of that polygon and adds it over the existing image to create a slightly smother line. This creates a smoother line, but does not completely remove the stair-step pattern (especially on alpha textures that don't use alpha to coverage ) without combining FXAA/SMAA/other post-FX AA methods with MSAA, plus games that use deferred rendering and MSAA may not work properly and can cause various other issues. This is usually sufficient for most users, however.
All GoldSrc, Source and Source 2 games contain 3 different settings of MSAA, which include:
- 2x
- 4x - Default level in post-SteamPipe
金源 (can be enhanced in GPU control panels), aswell default on
post-20th anniversary
- 8x - Very expensive on older/low-end hardware. Introduced in Source 2006. You can enable 8x MSAA in Source 2004 by using the mat_antialias 8 console command, or force it through driver settings.[1]
What this does is add more subpixels to a specified location and increases the accuracy of the multisampling, at the cost of performance. Some alternative anti-aliasing methods such as the post-processing one will be less demanding compared to MSAA or other methods.




超级全局采样抗锯齿 (SGSSAA)(含透明抗锯齿)
(仅存在于 之中) SGSSAA, short for Sparse Grid Super-Sampling Anti-Aliasing is a improved version of SSAA (or OGSSAA), using MSAA and TrSSAA (for transparent textures without alpha to coverage), to apply anti-aliasing to the image. Enabling this method requires third-party application such as NVIDIA Profile Inspector, plus change the "Antialiasing - Compatibility (DX9)" flag and LOD bias to allow SGSSAA to work, produce good results and makes distant texture looks significantly sharper (compared to NVIDIA DSR), it also produces more detail than OGSSAA (or regular SSAA), and transparent textures will look better than using alpha to coverage (which creates noticeable dithering when looking closer).






To enable SGSSAA in 半衰期2 (including it's episodes), and 半衰期:起源, you will need to select "Half-Life 2" profile on NVIDIA Profile Inspector and change it settings here. To enable SGSSAA on any other Source games sharing hl2.exe executable name, select "Half Life: Source"[sic].
Game | Flag |
---|---|
All | LOD Bias: Set Negative LOD to "Allow", then set the following value: 2xSGSSAA (2 samples): -0.5 (or -0.375) 4xSGSSAA (4 samples): -1.0 (or -0.875) 8xSGSSAA (8 samples): -1.5 (or -1.375) |
起源2004 - 起源2013 | 0x000000C1 0x004000C1 (if ReShade is used) 0x004010C1 (传送门) |
求生之路 引擎分支 and above | 0x000000C0 0x004000C0 (if ReShade is used) 0x004010C0 (传送门2) |
覆盖采样抗锯齿 (CSAA)[已弃用] 
Coverage Sampling Anti-Aliasing (CSAA) was an NVIDIA-exclusive method of anti-aliasing, introduced with the GeForce 8 Series. It aims to further reduce the additional stress that MSAA puts on the system, with NVIDIA claiming that a CSAA-rendered image will rival 8x-16x MSAA while only putting a load on the system comparable to 4x MSAA. It does this by reducing the number of settings each sample determines (by creating a new sample for coverage) while increasing the overall number of samples.
However, by the release of Maxwell-based GPUs such as GTX 750 Ti, GTX 800M/900 series in 2014, and newer NVIDIA graphics card (or drivers released around Feb 2014 onwards which affects GeForce 400 series card and above) drops support for CSAA completely, and Multi-Frame Anti-Aliasing (MFAA) completely succeeded it. However, MFAA may comes with limitations such as disabling D3D11 Driver Command Lists, killing multi-threaded rendering in DX11 Source games (and thus performance when CPU-limited), and FPS lower than 40 will cause smearing and blurring when in motion (similar to TAA). MFAA also only works with D3D10 or later.
起源 natively support CSAA since
起源2007. Support for CSAA was removed since Maxwell and later NVIDIA cards.[2]
There are 3 different settings of CSAA, which include:
- 8x (MSAA 4x performance)
- 16x (MSAA 4x performance)
- 16xQ (MSAA 8x performance)

后处理抗锯齿方法
- Produces blurrier result and does not restore missing details compared to traditional methods
- Cheap , with little to no performance loss compared to traditional methods
- Only available on 起源2007 (Software AA), 反恐精英:全球攻势 (FXAA), but it can be easily implemented to any game using Source shader editor or ReShade.
- Does apply anti-aliasing to all transparent textures.
软件抗锯齿
(存在于自 以来)
All Source engine games since 起源2007 introduced software AA, which blurs the jagged edges (similar to FXAA or other post-processing AA). It currently only works on Source 2007 games (tested on 黑山 2012/mod version).
Software AA is also supported (and used) in Xbox 360 port of Source engine games. Unlike other anti-aliasing, this can be only toggled through console commands (mat_software_aa_strength).

This bug does not apply to console port, however (confirmed on Postal III cancelled Xbox 360 port which run on 起源2009). (tested in:




快速近似抗锯齿 (FXAA)
Fast Approximate Anti-Aliasing (FXAA) is a post-processing anti-aliasing with a very low performance cost. The main advantage of this technique over regular anti-aliasing is that it doesn't require a lot of computing power, and is also capable of smoothing out alpha-blended textures (aka transparent textures).
Its main drawback is that it blurs the final image, so textures will look less sharp, and plus, they don't recover the missing pixel (or alpha to coverage ) without using FXAA with MSAA simultaneously (or by downscaling).
Regular
起源 (prior to
CS:GO 引擎分支, or in third-party engine branch such as
Xengine) doesn't have support for it but as FXAA is a post-processing effect, it can easily be implemented like with the Source shader editor or with ReShade.

Additionally, using ReShade on 反恐精英:全球攻势 and 反恐精英2 requires the -allow_third_party_software and -insecure command-line options, which would prevent you from connecting to any VAC-secured server.
形态学抗锯齿 (MLAA)
Morphological Anti-Aliasing (MLAA) is a post-processing anti-aliasing typically available on AMD cards, but it can be used with any other graphics card. It's similar to NVIDIA's FXAA but has a higher performance cost, but is less demanding compared to MSAA. It's used in
PlayStation 3 version of 传送门2.


稀疏形态抗锯齿 (SMAA)
Subpixel Morphological Anti-Aliasing (SMAA) works similarly to FXAA or MLAA (which is what SMAA was based off), but results in much better image quality than both FXAA and MLAA, while also taking little performance impact. There are currently no 金源, 起源 or 起源2 games using this AA method, but users can add SMAA by using ReShade or Source Shader Editor .
保守形态抗锯齿(CMAA)
Conservative Morphological Anti- Aliasing (CMAA)
最初是由英特尔公司的 Filip Strugar 开发的一种基于图像的后处理技术. CMAA 通过以下四个主要步骤减少锯齿:
- 色彩断层检测
- 局部主导边缘检测
- 简单形状处理
- 对称长边缘形状处理
与 FXAA 相比,CMAA 虽然会产生轻微性能影响,但仍比 SMAA 对性能影响更小。它能在保留文本细节且不造成几何体过度模糊的前提下,实现高质量抗锯齿效果。
CMAA目前仅在 反恐精英2中实现.




时间抗锯齿方法
- While producing result similar to SSAA, TAA/TSSAA restore missing details by jittering the image which combines the information from past and current frames, while TXAA restore missing details by using MSAA.
- Temporal methods, when in motion, also produces blurrier image and create ghosting effect noticable with lower framerate and/or resolutions.
- Like post-processing methods, cheap , with little to no performance loss compared to traditional methods
- Only available in 泰坦陨落 引擎分支, but it can be easily implemented to any game using Source shader editor or ReShade.
- Does apply anti-aliasing to all transparent textures.
时间性抗锯齿 (TAA/TSSAA)
Temporal Anti Aliasing (TAA) is an anti-aliasing technique that reduces shimmering or flickering effects by smoothing the frame when in motion. There are multiple implementations of TAA, but the most common one is TSSAA (Temporal Super-Sampling Anti-Aliasing) which combines information from past frames (usually 8 frames) and the current frame, while also slightly jittering to smooth the current frame. Each pixel is sampled once per frame but in each frame the sample is at a different location within the pixel. Pixels sampled in past frames are blended with pixels sampled in the current frame to produce an anti-aliased image.
While being cheaper to calculate than MSAA, and produces image similar to super sampling anti-aliasing (SSAA) or downscaling, its main drawback is that it can cause ghosting and blurriness to the image, especially when in motion, noticeable with lower framerate or resolution, depending on the implementation (Example here). Some of the drawbacks can be mitigated by adding a sharpening filter.
As of mid 2010s, it's the current gaming industry standard of anti-aliasing (alongside FXAA for weaker hardware) with many modern games (except many VR and mobile games) started to use TAA as most modern games transitioned from forward rendering to deferred rendering, which allows many lights to be rendered without a significant performance hit, and because MSAA is harder to implement on deferred rendering yet produce worse result than games using forward rendering, and some games use TAA to hide dithering effect (such as SSAO or ray tracing).
Apex Legends as well as
Titanfall 2 are the only Source games that uses TSSAA, while Titanfall uses TXAA which requires MSAA to function. Portal with RTX and all other RTX Remix games also use TSSAA anti-aliasing, through DLSS (or DLAA). One upcoming Source 2 game made by Valve , Deadlock, supports TAA through AMD FSR2, FSR 3 and Nvidia DLSS 4.0 (or DLAA). Both DLSS, XeSS and FSR 2.0 (and later) not only apply TAA anti-aliasing (using AI/Tensor Cores), but also improve performance by rendering the image at lower resolutions then scaling to higher resolutions.
时间性超级采样抗锯齿 (TXAA)
TXAA is an older form of TAA that creates a smoother image by combining MSAA with Nvidia-designed temporal filters. TXAA is supported with Nvidia GeForce GTX 600 series or higher, and requires MSAA to be enabled in order to use.
媒体

金源
起源
特写
This image shows how each anti-aliasing methods affect text, details, transparent textures (both non-alpha to coverage and alpha to coverage).
软件抗锯齿
黑山
- Multisampling
- Post-processing
- Supersampling
Titanfall 2
起源2
支持情况
金源
起源
起源2
性能影响

Below is the performance impact of each AA method. Most modern mid-range and high-end GPUs are capable of 8x MSAA with no performance loss, and over 60-100 FPS in Source games, as they are capped at 300 FPS by default.
控制台命令
Source 引擎
MSAA/CSAA
起源2013 games and older Source engine games have these console commands dedicated to anti-aliasing:
- mat_antialias (0-8)
- Goes from 0x to 8x MSAA.

This command also does nothing in 黑山 (since Xen update) as MSAA has been removed. MSAA is still available on previous versions of Black Mesa.
On

- mat_aaquality (0-4)
- It was used to set CSAA anti-aliasing settings. CSAA needs MSAA to produce the correct result. 8x and 16xQ is "mat_aaquality 2", 16x is "mat_aaquality 4".


软件抗锯齿

Software AA is also supported (and used) in Xbox 360 port of Source engine games.





- mat_software_aa_blur_one_pixel_lines (0-1)
- How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots)
Default: 0.5
- mat_software_aa_debug (0-3)
- Software AA debug mode: (0 - off), (1 - show number of 'unlike' samples: 0->black, 1->red, 2->green, 3->blue), (2 - show anti-alias blend strength), (3 - show averaged 'unlike' colour)
Default: 0
- mat_software_aa_edge_threshold (value)
- Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more edges, a higher value will soften fewer)
Default: 1.0
- mat_software_aa_quality (0-1)
- Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter)
Default: 0
- mat_software_aa_strength (0-4)
- Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength of the effect: (0.0 - off), (1.0 - full)
注意:This can be set up to "4", but will cause dithering to be more visible around the edges.
Default: 0.0 (PC), 1.0 ()
- mat_software_aa_strength_vgui (0-1)
- Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pass.
Default: 1.0 (PC), 2.0 ()
- mat_software_aa_tap_offset (value)
- Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the image sharper, higher will make it blurrier)
Default: 1.0
Source 2 引擎
反恐精英2 only:
- r_csgo_cmaa_enable (0-1)
- Enable CMAA2.
- r_csgo_cmaa_extra_sharp (0-1)
- Enable sharpening when CMAA2 enabled.

- r_csgo_cmaa_quality (0-3)
- Adjust CMAA2 quality from Off, Low, Medium, and High.
相关条目
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参考文献
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