MadGoat Supersampling brings one of the best anti-aliasing techniques to your Unity3D project: be it a game, a VR application or an archviz presentation, now you can achieve stunning image quality with just one click!
SSAA & Resolution Scale v2 is now live on asset store!
What is SSAA?
SSAA, short from super sampling anti-aliasing (not to be confused with screen space anti-aliasing) is one of the highest quality antialiasing methods, since it works by rendering the whole image at a higher resolution and down sampling it to the screen resolution.
Then why don’t you see it in many games?
SSAA works by directly changing the internal render resolution of your game, therefore the higher the setting is, the higher the performance hit is. Because of that, it uses more resources and needs more processing power than other anti-aliasing options, but also looks better. This AA solution is great for high end GPUs where there is performance headroom left, and also for high resolution, sharp screenshots
Why our asset?
MadGoat Super Sampling is the most affordable, complete and stable SSAA system on the Unity3D Market. With the help of our asset, in very easy steps, you will enhance the image quality of all your projects. The following features will help you understand why our asset is the best and most complete SSAA solution on the Unity3D market:
Affordable: As indie developers ourselves, we know how hard it is to fund the development of a game, especially when you invest your own money. We believe in affordable assets that do the job right.
The best AA solution for VR: Achieve never seen before image quality in VR projects with MadGoat SSAA. Supports all the popular VR devices in both single and multi pass rendering.
High Compatibility: Compatible with Unity 5.5, 5.6 and 2017 (Also compatible with older versions but not officially tested), compatible with all the major graphics APIs such as Vulkan, DX9-12 and OpenGL.
Easy to setup: Just drag and drop the script on your cameras, it’s that easy!
Multiple uses: Our SSAA system also works perfectly in offscreen rendering and arch-viz applications
Resolution scale mode: Ability to scale the resolution by percent, such as seen in the settings menus of many AAA titles. This helps users to change render resolution without affecting the UI/HUD
Adaptive mode: Ability to automatically adjust the resolution, based on a target frame rate.
3 Image filtering modes: Nearest Neighbor, Bilinear and Bicubic
Full source available: You feel like changing something in order for it to fit your needs? Make it yours!
High-Res Screenshots: Take screenshots at higher resolution than your screen (also with super sampling)
Doesn’t affect image effects
Reduces flickering and other image artifacts (such as those created by depth of field blur or highly specular objects)
Hello and thank you for the support.
As for the VR support, I’m not sure yet how it copes with Occulus/Vive as I don’t have access to them nor do I know anyone that does. If I remember correctly I tried it with the default unity stereo display mode and it ran fine, but I’m not sure how it does on a real headset. This is definitely something that I’m looking into for the next update.
Sure. I can send you a key as soon as the asset gets published.
Also I’ve found out that my downsampler filter shaders are not VR ready (re-tested it now, it seems that I only tested with filtering off last time.)
I will fix it for the next version
Nice and good! Rendering path? Works in forwarding … deferred ? Looks like there is no info about. If you wish I can test the asset in VR HMD Oculus Rift .
The asset has been approved by the asset store staff and is now released: http://u3d.as/MBg
It does supports both forward and deferred rendering paths. It also supports all the major graphic APIs (tested with DX9,DX11,DX12, Vulkan and openGL.)
As for the VR support, I’m still working on it, it will probably be there in the next update.
A suggestion: In the next update on the asset store explanation “What is SSAA”, add “supports both forward and deferred rendering paths.” can help, since in VR Deferred is missing this feature.
Is there any way to make the downscaling happen before the official post-process stacking effect?
So that the ditherer doesn’t get downscaled and distorted together.
However, you can “manually” put the post-process stack on the internal camera. To do so you have to comment this line (line 48 if nothing else was changed) in the ssaa code:
The internal camera should appear in the hierarchy now, as child to your camera. But the problem that still remains is that this camera only exist at runtime. As a workaround you can write a script that adds at start the postprocessing stack to that camera with a profile that only has dithering enabled.
Hello, from my testings it seems to be related to how the the post processing stack handles effects at high resolution rather than the SSAA system. I’ve noticed a change in effect looks when changing SSAA setting too, but the changes also occur when changing the screen resolution to a higher one, like 4K without having the SSAA component on the camera. Can you please tell me which unity version you are using and your Bloom and AO settings?
Bloom settings:
Intensity: 0.03
Threshold: 1.08
Soft Knee: 0.554
Radius: 4
These settings produce desirable results in game view, as well as in previous projects. I can ramp up the Intensity but that blows out the whole scene.
AO isn’t as important as I’m using SSAO pro which seems to not be affected, however the settings are:
Intensity: 0.96
Radius: 0.33
Is this asset able to do downsampling also? Like in the current Battlefield games you are able to leverage running the game at 70% of your resolution to have better performance (of course it looks worse but people running settings that low wouldn’t care at that point lol), would have a cool double usage.
Yes, that’s half the point of it. When I first designed it for our project I had in mind the resolution scale slider from Battlefield 4. Then it grew into what it is now.
Of course, that setting can also be changed from code (so it can be implemented in the game’s settings UI)
Hi, has there been any update on this? If it’s nothing to do with SSAA but with general upscaling do you have any recommendations on how this can be resolved?
Speaking of cameras - how do I apply this effect if I’m running multiple cameras?
Namely, I have a camera rendering a background layer, and the main camera at a higher depth rendering the foreground with a “Don’t clear” flag. Since the background layer is blurred, I don’t need to render it a high resolution. When I combine cameras in this manner with MadGoat the backgrounds pretty much becomes white.