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

Jump To:

Far Cry 3

FarCry 3 is a popular first-person shooter developed by Ubisoft.  Being released in December 2012 using the Dunia Engine 2, which is based on the CryEngine.  There is no built-in benchmarking utility, so using one of the built-in missions we will attempt to keep it as similar across the tests.  Setting the graphics quality to Ultra we begin the testing.

NVIDIA-MFAA-Far-Cry-3-Settings

NVIDIA-MFAA-Far-Cry-3-Settings

Running Far Cry 3 at 1920 x 1080, with MSAA set to 4x, we used the Ultra graphics setting to test the effects of MFAA.

FarCry3-Chart

MSAA 4x Enabled

Screenshots-Far-Cry-3-MSAA

MFAA Enabled

Screenshots-Far-Cry-3-MFAA

Benchmark Results:  Far Cry 3 we received an 18% performance increase when MFAA was enabled.  That’s not too bad for a simple driver update; it’s like getting an updated GPU.

Print
Jump To:
  • 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.