![]() ![]() It optimizes on supersample anti-aliasing by only performing the necessary computation where it matters. MSAA is one of the more common AA types out there and is a balance between quality and performance. Also leads to a much smoother transition between the lines of pixels. When the image is downscaled is what is used to show off what the pixel roughly should look like. There are multiple scaling options that will increase the size of the upscaled image to use, with which comes a bigger performance cost.ĭuring this scaling, the pixel colors are taken to work out the average color. The way this type of anti-aliasing works is by making your GPU render a game in a higher resolution which it then downsamples. ![]() SSAA is an extremely efficient way of combatting the jagged effect and was the first available, but it is highly demanding. Let’s have a look at the different AA types and see how they work. The different types of anti-aliasingĪlthough the end result is the same with the various anti-aliasing types, which one you pick is largely down to your system’s hardware. Or why using a higher more demanding type will lower your framerate. ![]() This is why, on a lower-end type of AA, you may sometimes notice that your game is a little bit blurry. There are a few different types of anti-aliasing techniques with varied performance impacts. This blended effect does come at the cost of computing power and can often lower your FPS, especially if you have a lower-end build. The post-processing filter or render technique reduces the aliasing effect on the images by essentially blending the colors at the edge, creating a smooth illusion. To combat this staircase effect we see on every slanted or round image, anti-aliasing is utilized. Unlike in the real world where we have rounded objects, the reason we get these jagged edges, also known as jaggies, in the first place is down to the fact that everything we view on our monitor is in the form of pixels, which are, of course, square. These will be generated by the game on load.Anti-aliasing aims to remove those jagged step-like edges from your game which we sometimes see occurring when playing in lower graphical settings. Don’t worry about parks and cloths lines, etc.Adding just a h=1 will result in scaffolding. Every Corner with count=2, say, needs 2 Voxels (h=0 and h=1) to build it up from the ground.The order of the Voxels is very important, they need to match up exactly with the order of the corners.You can then use this as a better base for later builds by extracting the co-ordinates. Once you have the base build add a building and the save file will update to the valid co-ordinates.Try to get a “base” build first that works with just height 1 and voxels of t=15, h=0. However there are limitations to the size of the game world. The grid is unknown - we can generate any possible grid coordinate and the game will remove it if it is invalid.BACKUP SAVE FILES IF YOU CARE ABOUT THEM. ![]() YOU CAN REALLY MESS UP YOUR GAME, PROCEED WITH CAUTION.Generating towns is therefore relatively easy if you remember the following steps. The colour of the voxels is 15 for the base, and 0–14 for the 15 colours of building (based on the order in the palette on the left of the UI). ![]()
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