RELEASED FLOWFIRE Super Sampling SSAA - Visually best Anti Aliasing!

Hello Unity friends!
We just released our SSAA - Super Sampling Anti Aliasing solution!

Super Sampling is bringing a high-end Anti-Aliasing and image quality improvement
solution to Unity!

SSAA takes only one minute to set up, comes with easy, convenient controls and scalable quality.
Just add the script to your camera and you’re done!

Super Sampling provides outstanding image quality and removal of ugly jagged edges by
rendering in high resolution and scaling down the high information frame into a final picture,
providing not only Anti-Aliasing that is unmatched, but also a sharper and more detailed image!

Perfect for giving your users an high-end option, reviving an old game, superior visualizations or simply achieving the best image quality within Unity!



Click this image to view in full size

More Images:
All pictures are on fantastic with the same settings.


(Color grading done with our Color Grading Pack)

The effect is scalable from -0.5 to 2 and beyond,
take just the amount of performance you want!

Here we have the Unity FXAA3. If you are not using the very limiting forward rendering,
you may have noticed that your best Anti Aliasing option is FXAA3, a rather low-end
post effect not designed for quality, but high performance.

Following is MSAA 8x. Edges are better and not blurry, but it only works in forward
rendering and does not work with HDR (High Dynamic Range) MSAA also does not
correct specular / normal map / other aliasing (see blue image below)

Here is our SSAA at the suggested 2x multiplicator. Please notice how not only edges
and aliasing become far less of a problem and noise dissapears, but also how textures become very noticeably sharper and more defined.

SSAA works safely on Unity 4+, any platform and can be combined with
pretty much any effect, works on deferred and forward rendering and with HDR!

You can now have the the AAA look in Unity and it only takes 2 clicks to work!


Update 1.4

  • New Ultra High Res screenshot + SSAA function!
  • Support for Render Target Textures with SSAA
  • Updated Documentation
  • Added helpful Tooltips to the Script
  • Various improvements

Update 1.3

  • Added OVR (Oculus Rift) compatibility
  • Various improvements & fixes
  • Improved documentation

Update 1.2
New Features:

  • Rewritten SSAA completely
  • Improved Performance & Quality
  • Support for scaling above 200%, use with caution!
  • Added selectable filters to choose from:
    – Nearest Neighbor
    – Bilinear Sharper
    – Bilinear Default
    – Bilinear High Scaling
    – Lanczos High Scaling
  • (New Interactive Web PreViewer)

Fixed issues with:

  • Multi Camera
  • Clear flags
  • Ray Casts
  • Various others

Update 1.1
New Features:

  • Multi Camera Support
    Fixed issues with:
  • Transparency in forward rendering

Future update plans:

  • Tell us what you would like to see!

Current known issues:

  • Issue regarding uRecord Asset when its used over target resolution
  • Viewport Rect
  • Oculus rift issue (General Unity issue?)

Important:
Be very careful with mixing SSAA with MSAA if using forward rendering,
this can multiply performance usage and is pretty much redundant.

4 Likes

Heres a side by side comparison i made:

So, does this simply render the camera to an off-screen render target at 2x resolution and then blits it to the screen with a nice downsampling shader? If so, am I right in thinking that this will cause a 4x increase in pixel fill rate, absolutely killing performance? Or are there any smart tricks involved?

That’s pretty much how SSAA works. It’s really only for high end systems, screenshots, or games that are getting fairly old, or don’t require a lot of horsepower anyway.

Battlefield 4 offers very similar SSAA and I can easily run 2x SSAA on my 2560x1550 screen,
and I would not call that an old or low performance intensive game.

Many players apparently use it at 1.5x - 2x and I am sure more AAA games will offer it in the future. Performance impact is a bit higher than 4x MSAA if im not mistaken, but it also looks
clearly better. You can scale the SSAA in the script just like in Battlefield, so you could
also just take 25% per example for far less performance impact.

You just mustn’t couple it with MSAA , which is multiplying a mutliplicator, and that hurts.
( 2 x 4 = 8) That would be overkill, but many people do it per accident and then wonder
why the FPS dropped ; )

SSAA comes with a scalable strength, so it takes only as much performance as you want it to!

In fact, the big majority of games being released do not nearly leverage capabilities of middle class PCs,
and having a Super Sampling option does not only make the Users with decent PCs happy, will also heavily prevent
your game from aging as much and still look fresh a couple years down the road!

Update 1.1 is now live:

  • New: Multi Camera Support - In addition you can now set the depth of the render target individually if desired
  • Fix: Bug regarding transparency in forward rendering fixed

1 Like

Useful asset!!!

Glad that you like it! Consider giving us a rating : )

Another update coming soon!
Have a particulary nice SSAA screenshot ? Show us, we may promote your project!

Any plans on early bird discounts? :slight_smile:

Edit: No there was no plan for a release discount regarding the low base price (and the asset already being released for some time), im sorry.

You can pick it up for 13$ or 11 Euro currently which we have chosen to be
affordable for anyone.

I’ll answer my own question then, since you didn’t: No.
Good luck with the sales! :slight_smile:

I bought this today - very nice :slight_smile:

Very nice scene, glad that you enjoy it. Foliage and transparent textures are one of SSAA’s biggest strengths

1 Like

We are currently working on the next update, if there’s anything specific you wish for, tell us and we’ll see what we can do ; )

What are you planning for the next update ?

1 Like

We had planned to improve functionality with multi camera setups further (for complicated FPS setups and such) and add other selectable sampling algorithms which would offer different results.

1 Like

I’m trying to use this with oculus, but once enabled the head tracking no longer gets updated any Ideas?

Since we don’t own an Oculus with Head Tracking I’m not too familiar with its Unity integration. SSAA basically downsamples a high resolution frame of your scene which is in no way related to movement controls and should not affect those in any way. The Camera Pipeline is given by Unity and we do not alter position or anything of sorts. Are you 100% certain that it is related to turning SSAA on ? Is the camera potentially locked per accident (or maybe even a different one) ? Is the problem still apparent after a Unity restart ? If you can send us more details to flowfire@inbox.com, we will look into it asap.