NVIDIA Multi-Frame Sampled Anti-Aliasing (MFAA) Performance on GTX 970

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Test System

Before taking a look at the games used in testing NVIDIA’s MFAA implementation, let’s get some information on the test system and the process we used to test the games.

The Intel Z97 Test System
Processor Intel Core i5-4690K Click Here
Motherboard Gigabyte Z97MX Click Here
Memory Kingston Blue 16GB 1866MHZ Click Here
SSD Intel 520 180GB Click Here
Cooling Corsair H105 Click Here
Power Supply Thermaltake 850W Click Here
GPU ASUS Strix GTX 970 OC Click Here

ASUS Strix GTX 970

As MFAA is supported on a handful of games, we will be taking a look at a few of them.  During the testing phase, we will test each game three times and average the results.  Between each test, the system will be rebooted and have no other software running in the background.  Since none of the games include an integrated benchmark, we will utilize FRAPS to monitor the FPS.

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  • Zach B.

    While the screenshots are appreciated, they are kinda useless at 645×363. Would love uncompressed samples of at least 1920×1080 to better compare them in their more “natural” state.

    • Adrian Alberto Rojas Fortique

      Well in reality since this is pretty much the same as old AMD’s temporal AA a screenshot wouldn’t be helpful, you need a gif or animated png. The rate of change of the gif or png should be set to around the same as the average fps produced ingame so you can appreciate if it is good enough for an actual AA effect or if instead it produces the effect of shimmering borders.

      • Seth Hoke

        How is this the same as AMDs temporal AA? Its just a different method of MSAA, as in it doesn’t sample from a uniform predefined grid. Its more random, cheaper, and does a pretty good job.

        • Adrian Alberto Rojas Fortique

          It is the same because it moves through the same set of differently sample patterns, let’s say that all even frames go through sampling pattern A, all the odds go through sampling pattern B, the mix that our brains do of staring 1/60th of a second of sampling pattern A followed by a 1/60th of sampling pattern B is what gives the extra Antialiasing effect, you would do well reading very carefully how this works because yes it is the exact same thing, and look up all the negatives of this “new” MFAA and you will realize that it has the exact same negatives. Google some really old tom’s hardware articles if you are interested in the negatives.

        • Adrian Alberto Rojas Fortique

          Btw it isn’t more random, it is exactly the same as the other one, to do MFAA 4X you take your MSAA 4x sampling positions, and use it 2 and 2, a set is used for odd frames the other for even frames, you need a minimum framerate for the effect to work, you need vsynch, and can’t screenshot it since it is a dynamic effect.

          Also just as in the old version you have to directly program it game to game.