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A better, but more complex solution would be to scale the central region alone for rendering and downsize it for better quality. However such scaling is carried out across the entire frame. This approach involves scaling the render target by a factor. Applications can have an in-game dynamic scaling feature for scaling the rendering resolution. Pixel2: 3 samples contain unique shades, 4th sample contains background color, so averaging them yields more correct and anti-aliased output. Pixel2: 3 samples contain the exact same shade, 4th sample contains background color, so averaging them yields anti-aliased output. Pixel shader executes once per sample at sample locations, generates unique shades for each covered sample. This stores which samples are covered by the current triangle and which are not. Figure 2 below shows each pixel as a square and dots indicate sample locations within a pixel. This results in each sample location having its own unique color value accurately computed. SSAA Supersampling antialiasing operates on the above principle as well, however the difference being it executes the pixel shader for all the covered samples.
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This multi-sampled buffer is then resolved into a final frame buffer addressing edge aliasing. The pixel shader is then executed once and the values are shared across the samples identified by the coverage mask. This is facilitated by the usage of specialized multi-sampled buffers render target. MSAA multi-sample antialiasing is an antialiasing technique used to mitigate aliasing over the edges of geometries. This can also be selectively engaged only if idle GPU cycles are available. Image quality and minimal latency are still the key factors driving the immersive experience for VR users. There is an opportunity to tap the unused GPU cycles and harness that power to deliver better image quality. With the introduction of the revolutionary Turing architecture, mainstream GPUs can now deliver the performance required for VR experiences at native resolutions.
#Il 2 sturmovik battle of stalingrad frames per second software#
Similarly on the software front, there has been a wave of content-rich applications and an emphasis on flawless VR experiences for the end user. The Virtual Reality VR industry is in the midst of a new hardware cycle - higher resolution headsets and better optics being the key focus points for the device manufacturers.