Path/SVG quality using C# DX11 renderer
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!
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
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- NoesisPathComparison.png (6.65 KiB) Viewed 4515 times
Re: Path/SVG quality using C# DX11 renderer
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.
Re: Path/SVG quality using C# DX11 renderer
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).
Re: Path/SVG quality using C# DX11 renderer
Meanwhile you can use PPA, although the quality is worse.
Re: Path/SVG quality using C# DX11 renderer
Cool, how do I enable PPA using the C# API?
Re: Path/SVG quality using C# DX11 renderer
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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Re: Path/SVG quality using C# DX11 renderer
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!
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
Re: Path/SVG quality using C# DX11 renderer
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!
In v1.3, the C# SDK will be firt citizen, no longer a beta API.
Thanks!
Re: Path/SVG quality using C# DX11 renderer
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).
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).
Re: Path/SVG quality using C# DX11 renderer
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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