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

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Crysis 3

Like the others, it is a first-person shooter developed by Crytek, using their CryEngine 3.  Released in February 2013, it is well known to make even powerful system choke.  It has probably the highest graphics requirements of any game available today.  Unfortunately, Crytek didn’t include a standardized benchmark with Crysis 3.  While the enemies will move about on their own, we will attempt to keep the same testing process for each test

NVIDIA-MFAA-Crysis-3-Settings

Crysis 3 was set to use the “Very High” graphics settings to push the graphics level up.

Crysis3-Chart

MSAA 4x Enabled

Screenshots-Crysis-3-MSAA

MFAA Enabled

Screenshots-Crysis-3-MFAA

Benchmark Results:  Crysis 3 received a 7FPS increase with MFAA, and while that doesn’t seem like a lot, it is still around 15.25% boost in 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.