Faerdan
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Path/SVG quality using C# DX11 renderer

18 Apr 2016, 13:51

Hi,

I have ported my game, and UIs built using Noesis, from Unity to Xenko. I am using a modified version of the Monogame wrapper (with the Noesis C# API), which uses the DirectX 11 renderer.

I am having an issue though, the quality of the SVG paths in Xenko is very poor (it was "perfect" in Unity). I was using MSAA in Unity, not PPAA.

I have experimented with settings in the C# API, to no avail.

I've attached an image showing the difference between buttons, where the circles and icons are Paths using SVG data. The Unity version is on top, Xenko is on the bottom.

Could you guide me on how to fix this?


Thanks!
Attachments
NoesisPathComparison.png
NoesisPathComparison.png (6.65 KiB) Viewed 3520 times
 
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jsantos
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Re: Path/SVG quality using C# DX11 renderer

19 Apr 2016, 00:04

Are you using a MSAA surface for your game? It seems you are rendering with no multisampling enabled. When using a NoesisGUI renderer configured as MSAA (in contrast with PPA) we expect the target surface to have levels of multisampling enabled. The same behavior in Unity.
 
Faerdan
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Re: Path/SVG quality using C# DX11 renderer

21 Apr 2016, 10:21

Xenko has MSAA disabled by default. I'm talking to the Xenko devs to find out how best to create a RenderTargetView in the engine (I also need this to correct the SRGB colour issue).
 
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jsantos
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Re: Path/SVG quality using C# DX11 renderer

21 Apr 2016, 10:46

Meanwhile you can use PPA, although the quality is worse.
 
Faerdan
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Re: Path/SVG quality using C# DX11 renderer

21 Apr 2016, 10:56

Cool, how do I enable PPA using the C# API?
 
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jsantos
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Re: Path/SVG quality using C# DX11 renderer

21 Apr 2016, 12:19

Ups, I talked too fast. It seems that API is not exposed to C#. Could you please file a ticket? We will send you a new version there.
 
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ai_enabled
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Re: Path/SVG quality using C# DX11 renderer

21 Apr 2016, 14:29

Hello!
I'm a community member working on the C# API wrapper for MonoGame.

EDITED. The API for PPA is not available. But with enabled MSAA it works. However I was need to hack MonoGame code to enabled MSAA on Windows ("presentationParameters.MultiSampleCount" it need to be enabled during initialization, before creation of graphics device).

Regards!
AtomicTorch Studio Pte. Ltd. http://atomictorch.com
 
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jsantos
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Re: Path/SVG quality using C# DX11 renderer

22 Apr 2016, 15:43

As soon as 1.2.6 is out, we will release a new beta of the C# SDK that, apart from 1.2.6 changes, will incorporate support for enabling PPA.

In v1.3, the C# SDK will be firt citizen, no longer a beta API.

Thanks!
 
Faerdan
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Re: Path/SVG quality using C# DX11 renderer

27 Apr 2016, 15:56

Thanks.

How far behind is the current C# API release, compared to the current v1.2.5f11?

I am experiencing some exceptions using the C# API that were not occurring in Unity (using exactly the same XAML and code).
 
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jsantos
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Re: Path/SVG quality using C# DX11 renderer

27 Apr 2016, 18:15

The last C# API is in sync with 1.2.5f11, make sure you have the latest version and if the problem persists just tell us here (in a new thread please)

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