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AntiAliasing

Anti-Aliasing

Adds modern anti-aliasing and sharpening effects to RimWorld. Smooths jagged edges on sprites and terrain without impacting gameplay performance. Works with any texture or graphics feature.

Comparisons

Default Textures w/ Compression: https://imgsli.com/NDQ3MjI2
Upscaled Textures w/o Compression: https://imgsli.com/NDQ4MDQ5

Features

  • FXAA: Fast Approximate Anti-Aliasing.
  • DLAA: Directional Localized Anti-Aliasing.
  • CMAA2: Conservative Morphological Anti-Aliasing.
  • CAS (RGB & Luma): Contrast Adaptive Sharpening.
  • All effects run as post-process shaders on the GPU.
  • Negligible CPU overhead, processing happens after rendering, minimal affect on TPS.
  • Compatible with all any graphics and texture mods.[/list]

    Settings

    Fully configurable with mod settings.

    Performance

    Game renders scene → source RT → OnRenderImage → AA blit(s) → destination RT → Present

    Each AA method adds:

    - FXAA: 1 blit
    - DLAA Low: 1 blit
    - DLAA High: 2 blits (horizontal pre-filter → vertical)
    - CMAA2 Low: 2 blits (edge detect → shape blend)
    - CMAA2 High: 3 blits (edge detect → shape blend → quality pass)
    - CAS (RGB/Luma): 1 blit (added after AA if enabled)

    The overhead is minimal for sprite-based 2D rendering like RimWorld. Modern GPUs handle these full-screen blits efficiently. However, like anything graphics related the cost is not free. Any additional blit or post-process step invariably will reduce FPS by adding more operations to the graphics pipeline, please test and report your findings if you have substantial (or noticable) performance loss.

    Requirements

    [list]
  • Harmony

Supported Languages

All

Supported Versions

1.4, 1.5, 1.6

Mods by Remi Workshop Collection

Technical Notes

FXAA - Fast Approximate Anti-Aliasing

FXAA works by detecting edges based on luminance (brightness) contrast, then blurring along those edges.

How FXAA sees your screen:

Before: Edge Detection: After:
┌─────────┐ ┌─────────┐ ┌─────────┐
│▓▓▓▓░░░░░│ │ ││││ │ │▓▓▓▒░░░░░│
│▓▓▓▓░░░░░│ → │ ││││ │ → │▓▓▓▒▒░░░░│
│▓▓▓▓░░░░░│ │ ││││ │ │▓▓▓▒▒░░░░│
└─────────┘ └─────────┘ └─────────┘
Hard edge "Found it!" Smoothed

Technical Details:
• Samples 5x5 neighborhood to compute local contrast
• Determines edge orientation (horizontal vs vertical)
• Walks along edge up to 6 pixels to find endpoints
• Blends pixels perpendicular to edge direction
• Single pass, extremely GPU-friendly

Best for: Lower-end hardware, maximum performance

DLAA - Directional Localized Anti-Aliasing

DLAA is smarter about where it blurs. It only smooths along the direction of edges, preserving detail perpendicular to them.
FXAA vs DLAA on diagonal lines:

FXAA blurs everything: DLAA blurs directionally:

░▒▒▒░ ░░▓░░
░▒▒▒░ ░░▓░░
░▒▒▒░ vs ░░▓░░
░▒▒▒░ ░░▓░░
(softer overall) (sharp perpendicular)

Technical Details:
• Pass 1: Horizontal pre-filter detects and softens horizontal edges
• Pass 2: Vertical edge detection with directional search
• Searches up to 8 pixels along detected edge direction
• Preserves high-frequency detail perpendicular to edges
• Optional diagonal support in High Quality mode

Best for: Balanced quality/performance, recommended for most users

CMAA2 - Conservative Morphological Anti-Aliasing

CMAA2 recognizes patterns. It identifies common aliasing shapes (Z-shapes, L-corners, staircases) and applies targeted fixes.
Pattern Recognition:

Z-Shape: L-Corner: Staircase:

▓▓▓░░░ ▓▓▓▓▓░ ░░░▓▓
░░▓▓▓░ ▓░░░░░ ░░▓▓░
░░░░▓▓ ▓░░░░░ ░▓▓░░

CMAA2 identifies these shapes and blends
specifically at the jagged transition points,
leaving flat areas completely untouched.

Technical Details:
• Pass 1: Edge detection with local contrast adaptation
• Pass 2: Shape classification (Z, L, staircase patterns)
• Pass 3: Targeted blending at identified problem areas
• Adapts threshold based on surrounding contrast
• Preserves intentional pixel art edges better than FXAA

Best for: Maximum quality, high-resolution displays

CAS - Contrast Adaptive Sharpening

CAS restores detail that anti-aliasing may soften. Unlike basic sharpening, it adapts to local contrast to avoid amplifying noise or creating halos.
Traditional Sharpen vs CAS:

Original: Basic Sharpen: CAS:

░░▓▓▓░░ ░░▓▓▓░░ ░░▓▓▓░░
░░▓▓▓░░ → ░▒▓▓▓▒░ vs ░░▓▓▓░░
░░▓▓▓░░ ░░▓▓▓░░ ░░▓▓▓░░
↑halos↑ no artifacts

Two Modes:
CAS (RGB) - Sharpens all color channels independently
• Maximum detail enhancement
• Best for most content

CAS (Luma) - Sharpens brightness only, preserves colors
• Prevents color fringing on high-contrast edges
• Better for pixel art or stylized graphics

[/list]

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Harmony

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