Technical director David Jefferies offers a guide to gamma correction

Black Rock: Most developers get anti-aliasing wrong

In his column for Develop, Black Rock’s technical director David Jefferies has claimed that most studios miss the mark when it comes to effective anti-aliasing.

"Most game developers get the anti-aliasing in their games wrong," said Jefferies. "Or, to be more specific, the way most of us do our gamma correction causes the anti-aliasing to produce incorrect results."

In the feature, Jefferies offers an in-depth guide to producing solid anti-aliasing results through gamma correction.

"So where does gamma correction come into all this?" asked Jefferies. "Well, if this isn’t set up correctly, it will send your anti-aliasing (and other things) all screwy. And this is the bit that very few developers do correctly."

To read the full feature, click here.

About MCV Staff

Check Also

DEVELOP/JOBS: Frontier Developments – “Everyone was so friendly and supportive that I settled in fast”

An independent developer and publisher with a legacy of much-loved titles for PC and consoles over the last 27 years, Frontier are passionate about creating authentic worlds through innovative, genre-leading games.