Some extra notes: - There are some other AA algorithms that exist. I might talk about FXAA some day. - Antialiasing isn't the same as upscaling, like DLSS or FSR. - MSAA increases the amount of VRAM used, and doesn't play super well with deferred rendering.
Some of today's more modern monitors have technologies to deal with the "screen tearing" effect, such as Nvidia G-Sync, which may explain why the effect is not visible
Hello Michael, I was studying a little about how old consoles, like the SNES, created their special effects and I saw that they used a technology called HDMA, which is the ability to change the pixels at the time they are being drawn on the screen, does GameMaker have a native function similar to this or is it only possible to recreate this with shaders, could you make a video about this?😁
Some extra notes:
- There are some other AA algorithms that exist. I might talk about FXAA some day.
- Antialiasing isn't the same as upscaling, like DLSS or FSR.
- MSAA increases the amount of VRAM used, and doesn't play super well with deferred rendering.
Good to see you're still cranking out content! You've helped a lot of folks get going with gamemaker.
Thanks ! I was waiting for antialiasing!
I had gotten screen tearing in game maker before, but it might've been on the vertical axis for some reason, and went away when I reloaded it.
Some of today's more modern monitors have technologies to deal with the "screen tearing" effect, such as Nvidia G-Sync, which may explain why the effect is not visible
Can't speak for anyone else but I'm using a cheap monitor, no VRR or Gsync in sight.
OH MY GOD THERES 153 VIDEOS
Hello Michael, I was studying a little about how old consoles, like the SNES, created their special effects and I saw that they used a technology called HDMA, which is the ability to change the pixels at the time they are being drawn on the screen, does GameMaker have a native function similar to this or is it only possible to recreate this with shaders, could you make a video about this?😁
Not easily, that's shader territory