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SLIKnight
2013-08-23, 21:06:50
Ditto. ;)
MrBonk
2013-08-23, 22:21:24
Care to do comparisons with, no AA vs DX9 SGSSAA vs DX11 FXAA,SSAA,SGSSAA,RGSSAA,etc?
Also: http://abload.de/img/blacklist_game2013-08f2s01.png
The banding on Sam in this picture while he's out of focus makes me a sad panda
aufkrawall
2013-08-23, 22:32:08
Ah yeah, forced SGSSAA doesn't work fully right, those light effects become too large.
It seems btw. that enhanced in-game 4xMSAA to SGSSAA works at least partially better then in-game 4xRGSSAA.
SLIKnight
2013-08-24, 00:27:47
Unless forced SGSSAA causes more problems or artifacts, then I think that is insignificant.
The Bureau: XCOM Declassified - AA bits: 0x080010C1 - SGSSAA, OGSSAA
http://abload.de/thumb/thebureau0x000000003us90.png (http://abload.de/image.php?img=thebureau0x000000003us90.png) http://abload.de/thumb/thebureau0x080010c1lzsc7.png (http://abload.de/image.php?img=thebureau0x080010c1lzsc7.png) 4x SGSSAA
MrBonk
2013-08-24, 00:47:17
Any reason for 1079 vs 1080?
As I recall, with Crysis 1/Warhead for example the game will default to 24hz unless I play the game with custom 1920x1079 resolution.(Also uses incorrect RGB/Gamma with the 24hz bug on my specific TV)
Looks great though! It really clears up that Moire nonsense going on on the floor there.
As I recall, with Crysis 1/Warhead for example the game will default to 24hz unless I play the game with custom 1920x1079 resolution.(Also uses incorrect RGB/Gamma with the 24hz bug on my specific TV)
This is not directly related to a specific resolution but the fact that C1/CWH will always default to the resolution with the lowest refresh rate if multiple identical resolutions with different refresh rates are available (e.g. 1080p24, 1080p50, 1080p60) which is usually the case if a TV is connected via HDMI. There are two known workarounds:
- manually create a custom resolution like e.g. 1920x1079 with a custom refresh rate and manually select this resolution in the game's system settings, this way C1/CWH doesn't have multiple refresh rates to chose between / a low refresh rate to default to
- make the game start in window mode as it will stick to the refresh rate your desktop is run with, then change to fullscreen mode via Alt+Return and it will keep the refresh rate of your desktop it was started with
P.S.: C2 is affected as well, C3 is the first CryEngine game I know of that didn't need the workarounds described above.
MrBonk
2013-08-24, 04:17:16
With C2 though you could circumvent it by Alt-entering in and out of the game like twice or something iirc. That's what worked when I played it anyway.
SLIKnight
2013-08-24, 14:35:16
I updated my Crysis/Crysis 3 tweaking post, in case anyone is interested: #4351 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9796209&postcount=4351)
The "g_enableAutoSave=0" command was added to the Crysis 1 autoexec.cfg file to disable the annoying auto save system, and "r_DynTexMaxSize" was altered from a value of "120" to "140".
Increasing "r_DynTexMaxSize" improves SLI scaling slightly and results in smoother gameplay, and seems to have no visual effect.
Anything above "140" has no effect on scaling though.
This interesting finding is also backed up by information here:
http://forums.guru3d.com/showthread.php?t=274718
With all the configuration file tweaks, mods and 8xSGSSAA, Crysis easily rivals Crysis 2/3 visually, and the gameplay is so much more rewarding and non-linear.
Sadly, I doubt we will ever see such a masterpiece of a PC game again in these consolized days.
In Crysis 3, I changed my recommendations from MSAA to downsampling plus SMAA.
The MSAA in C3 is really terrible at times, especially indoors or around metallic grates or surfaces.
Let's hope the DX11 petition is succesful, this game needs better AA STAT! :)
Hatstick
2013-08-24, 18:08:18
Ich habe die ...2C1 Bits für Crysis Warhead genommen, dazu die config Datei und im Inspector 4x und 8x SGSSAA probiert.
Dazu noch Rygel Texture Pack in den Game Ordner kopiert.
Irgendwas greift da gar nicht, das Spiel sieht häßlich aus und ich habe 70-80fps, was nicht sein darf.
Hat da irgendjemand von euch eine Idee, was ich eventl. vergessen habe?
Crysis 1 hat alles wunderbar funktioniert. :confused:
SLIKnight
2013-08-24, 18:20:46
I have moved my update post: #4768 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9892058&postcount=4768)
SLIKnight
2013-08-24, 18:31:30
Ich habe die ...2C1 Bits für Crysis Warhead genommen, dazu die config Datei und im Inspector 4x und 8x SGSSAA probiert.
Dazu noch Rygel Texture Pack in den Game Ordner kopiert.
Irgendwas greift da gar nicht, das Spiel sieht häßlich aus und ich habe 70-80fps, was nicht sein darf.
Hat da irgendjemand von euch eine Idee, was ich eventl. vergessen habe?
Crysis 1 hat alles wunderbar funktioniert. :confused:
Sounds strange.
Did you do this?
1) Disable ingame AA
2) Place these commands in your "autoexec.cfg" file:
r_DepthOfField=0
r_MotionBlur=0
r_UseEdgeAA=0
r_TexturesStreaming = 0
3) Launch the 64 bit version of WARHEAD, to prevent crashes when texture streaming is disabled.
Otherwise, I have no idea :confused:
Crysis 1 and Crysis Warhead uses the same NVIDIA Inspector profile, so forcing SGSSAA in Crysis 1 should ensure it is also forced in Warhead.
Also please keep in mind, that the "Ultra" configuration file commands in my Crysis tweaking post should ONLY be used in the original Crysis: #4351 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9796209&postcount=4351)
Using these custom settings in Crysis Warhead will most likely cause issues, since Warhead uses slightly different lighting and shaders than Crysis 1.
SLIKnight
2013-08-25, 02:30:23
Just played a couple of hours of "Crysis: Warhead" at 1920x1200, with 8xSGSSAA forced using "0x000002C1" and Rygels texture pack:
http://www.fileplanet.com/194747/190000/fileinfo/Crysis-Warhead---Rygel-High-Res-Texture-mod
It works beautifully for me, and the game uses around 2300 MB VRAM.
So, Hatstick must be doing something wrong.
MrBonk
2013-08-25, 04:17:05
"4) The "0x000002C0" flag is enough for SGSSAA & OGSSAA in "Castlevania: Lords of Shadow": #4659
12C0 not 2C0 :p
Also:
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9887384&postcount=4744
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9888759&postcount=4745
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9887036&postcount=4737
Has anyone else ever noticed that the Gamma setup of some games on PC always seems to be on the washed out side? Especially compared to the likes of the PS3/360
https://images.eurogamer.net/2013/articles//a/1/6/0/9/9/6/6/360_010.jpg.jpg/EG11/resize/1280x-1
https://images.eurogamer.net/2013/articles//a/1/6/0/9/9/6/6/PC_010.jpg.jpg/EG11/resize/1280x-1
(Saints Row 4, Resident Evil Revelations is another one I can think of)
Hatstick
2013-08-25, 10:35:04
@ SLIKnight!
Its work fine, i forgot one Point in the autoexec.
THX for your help! :smile:
SLIKnight
2013-08-25, 15:00:04
No problem ;)
Btw, I have updated my Crysis/Warhead/Crysis 3 tweaking post again: #4351 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9796209&postcount=4351)
It now includes detailed information on how to force SGSSAA in both Crysis and Warhead.
I have also included my personal "autoexec.cfg" files for both games.
SLIKnight
2013-08-25, 19:53:46
Updated my "summary" post again, and moved it here: #4771 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9892353&postcount=4771)
MrBonk
2013-08-25, 23:02:09
I think it's important. Because obviously there will be people out there who only have this version who can deal with it (like Me). The game is run at 640x480 no matter what resolution you run the game at, so might as well run it at native resolution and just use my TV's software/hardware scaler. Been needing to buy an XRGB-MINI for a while now anyway and this may be the perfect excuse.
And it doesn't look completely awful either with forced AA. Heck could also just bust out the Ol' CRT monitor and play it on that.
Also: You seemed to miss the second part of that post with Patrician IV. Please add that as well.
SLIKnight
2013-08-25, 23:28:58
I see.
The reason I didn't add "Patrician IV" to my post is because i'm a little confused as to which flag you actually recommend?
For future reference, maybe you should just include the "result" of your findings and not the entire process.
Sometimes more information is not necessarily better information.
SLIKnight
2013-08-25, 23:56:49
"4) The "0x000002C0" flag is enough for SGSSAA & OGSSAA in "Castlevania: Lords of Shadow": #4659
12C0 not 2C0 :p
Corrected.
Guess I was a bit tired yesterday when writing the update post.
Also:
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9887384&postcount=4744
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9888759&postcount=4745
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9887036&postcount=4737
Added.
Anyway, the final "corrected" update post becomes:
1) The "DX9" reference for "Far Cry 2" should be moved to the "Anmerkungen/Links" cell, i.e. something like "Custom Bit für SGSSAA (DX9)".
2) The 8xSGSSAA flag for "Final Fantasy XIV: A Realm Reborn" should be changed to simply "0x004010A1". For 4xSGSSAA, the "0x004010C5" flag is enough: #4714 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9876563&postcount=4714)
3) The "0x00000045" flag for "Test Drive: Ferrari Racing Legends" should be deleted. The "C1" flag gives better AA quality, and really doesn't blur that badly IMO: #3662 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9587962&postcount=3662)
4) The "0x000012C0" flag is enough for SGSSAA & OGSSAA in "Castlevania: Lords of Shadow": #4659 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9871949&postcount=4659)
5) "0x004010C0" should be added for SGSSAA & OGSSAA in "LEGO Pirates of the Caribbean": #4719 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9881024&postcount=4719)
6) The "Blades of Time" SGSSAA & OGSSAA flag should be changed to "0x000002C0": #4721 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9882961&postcount=4721)
7) "0x00001041" should be added for MSAA in "Payday 2": #4723 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9884253&postcount=4723)
8) "0x000000C1" should be added for MSAA, SGSSAA & OGSSAA in "Sonic Adventure DX - Dreamcast Collection version" (640x480): #4737 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9887036&postcount=4737)
9) "0x08400044" should be added for MSAA & SGSSAA in "Patritian IV": #4737 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9887036&postcount=4737)
10) The new "0x004010C5" SGSSAA flag for "Sonic Generations" should be added to the existing SSAA entry for the game: #4738 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9887056&postcount=4738)
11) "0x000012C1" should be added for SGSSAA & OGSSAA in "Sonic the Hedgehog 4: Episode I & II: #4744 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9887384&postcount=4744)
12) "0x000020C1" should be added for SGSSAA & OGSSAA in "Pinball FX 2": #4745 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9888759&postcount=4745)
13) Unless aufkrawall finds more problems with the "0x000010C1" flag in "Splinter Cell: Blacklist", then I still think this should be added for SGSSAA: #4749 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9889652&postcount=4749)
14) "0x080010C1" should be added for SGSSAA & OGSSAA in "The Bureau: XCOM Declassified": #4756 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9889952&postcount=4756)
I think it is important, the AA list is updated soon, otherwise all these changes can become a bit overwhelming.
MrBonk
2013-08-26, 07:06:28
I see.
The reason I didn't add "Patrician IV" to my post is because i'm a little confused as to which flag you actually recommend?
For future reference, maybe you should just include the "result" of your findings and not the entire process.
Sometimes more information is not necessarily better information.
Oh, well people strive for the least blur right?
So I'd assume that one would be the one! :smile:
Sorry I didn't word it clearer. I had tested it and was done when I decided to try another on a whim and thats when I discovered the one without the blur.
My bad on that part.
Für Splinter Cell: Blacklist scheint 0x000010C1 für SGSSAA zu gehen:
http://abload.de/thumb/blacklist_game2013-08f2s01.png (http://abload.de/image.php?img=blacklist_game2013-08f2s01.png) http://abload.de/thumb/blacklist_game2013-08a5sbq.png (http://abload.de/image.php?img=blacklist_game2013-08a5sbq.png)
Man sollte allerdings statt SSAO+ eine niedrigere AO-Einstellung nutzen, sonst ist der Performance-Hit arg.
Habs nur kurz angetestet, keine Garantie für Fehlerfreiheit.
Ist doch ein DX11 Spiel , oder muss man auf Dx9 forcieren damit die bits funktionieren?
SLIKnight
2013-08-26, 13:16:10
ALL AA flags mentioned in this thread (and those in the AA lists) are DX9-Only.
No known AA flags exist for DX11 yet.
But you might want to vote for them in the DX11 AA-bits petition :)
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/
aufkrawall
2013-08-26, 13:35:09
Jop.
Einfach die DX9-Exe starten. Aber Lensflare-Effekte sind dann wie gesagt zu hell/groß.
Wobei man das wohl nicht den AA-Bits ankreiden muss, sondern der UE3 DX9. Bei Mirror's Edge gibts das gleiche Problem, sogar auch mit in-game MSAA.
Komisch, ist mir bei Mirror's Edge nie aufgefallen. Andererseits, ich habe das wohl nie ganz ohne AA gespielt, selbst als es damals erschienen ist. Müsste bei Remember Me dann ja auch so sein, ist ja ebenfalls ein UE-Derivat.
aufkrawall
2013-08-26, 13:59:13
Starte mal die Pirandello Kruger-Mission, da gibts direkt am Anfang ja solche Baulampen.
Mit MSAA muss man nur aus den Augenwinkeln minimal reinschauen, um maximal geblendet zu werden. Ohne AA nimmt der Effekt zu je stärker man ins Licht schaut.
Ich kann natürlich nicht mit Gewissheit sagen, dass das genau das gleiche Problem ist. Die Analogie find ich aber schon bestechend.
Bei anderen UE3-Spielen ist es mir bislang auch nicht aufgefallen, vielleicht ein recht spezifisches Problem.
Ne, da könntest du schon Recht haben. Gerade bei dem von dir genannten Start der Pirandello Kruger-Mission war mir auch schonmal aufgefallen, dass das etwas anormal wirkt, hatte aber immer auf einen Engine-Bug getippt. Bei Remember Me gibt es auch einige sehr krasse Blendeffekte, wo das zutreffen *könnte*. Beide Spiele haben halt das „Glück“, dass das Ganze mit dem spezifisch gewählten kühl-technischen Art Design eher noch harmoniert denn deplatziert wirkt.
SLIKnight
2013-08-26, 16:16:51
Jop.
Einfach die DX9-Exe starten. Aber Lensflare-Effekte sind dann wie gesagt zu hell/groß.
Wobei man das wohl nicht den AA-Bits ankreiden muss, sondern der UE3 DX9. Bei Mirror's Edge gibts das gleiche Problem, sogar auch mit in-game MSAA.
How bad is the lensflare problem in SC:Blacklist with forced SGSSAA?
It is kinda hard to judge this from screenshots IMO.
Is it still worth adding the "10C1" flag to the list?
MrBonk
2013-08-27, 00:12:44
It's too bad SRIV is DX11 only. Makes no sense why it is either. It's not that advanced of a game graphically. And it looks pretty much the same as the console versions. :/
Some shots from Mirror's Edge for comparison:
0xAA:
http://abload.de/thumb/mirrorsedge_2013_08_2y0ayw.jpg (http://abload.de/image.php?img=mirrorsedge_2013_08_2y0ayw.jpg)
http://abload.de/thumb/mirrorsedge_2013_08_23jz8d.jpg (http://abload.de/image.php?img=mirrorsedge_2013_08_23jz8d.jpg)
4xSGSSAA:
http://abload.de/thumb/mirrorsedge_2013_08_2doypi.jpg (http://abload.de/image.php?img=mirrorsedge_2013_08_2doypi.jpg)
http://abload.de/thumb/mirrorsedge_2013_08_2nlbw3.jpg (http://abload.de/image.php?img=mirrorsedge_2013_08_2nlbw3.jpg)
There's clearly a problem with lights up close, but for some strange reason the sun is not affected at all.
SLIKnight
2013-08-27, 01:07:21
And this is with the "0x000000C1" flag and ingame AA disabled?
MrBonk
2013-08-27, 04:43:22
It may need a different flag perhaps to workout the issue.
Edit:
Lost Planet 3 - Preloading. Will post with results tomorrow
MrBonk
2013-08-27, 13:44:19
Lost Planet 3
______________________
General Information:
This game uses MLAA/Post Process AA by default at max settings, but i don't think it actually does anything. I could not see any difference
http://screenshotcomparison.com/comparison/38577
But is good idea to disable it through the .ini file anyway before forcing AA
MLAA option is found within "LostPlanetSystemSettings.ini" in my games/lostplanetgame/config , "bAllowPostprocessMLAA=True" is default setting at max.
Even with SGSSAA not all aliasing is completely conquered, there is some minor specular aliasing left(but far less worse than what exists without SGSSAA)
And there is some aliasing on some objects that are in front of lower resolution Alpha buffers (Though SGSSAA+downsampling can help a little bit with this) I scoured the .ini files for a way to not downsample transluceny effects but it just resulted in glitches. Which is too bad, but from the area I sampled of the game, the issue isn't too bad.
using the Shader Supersampling bit fixes the issue but causes ugly glitches.
__________________________
The Flag: 0x080010C1 -Works for SGSSAA,OGSSAA,OGSSA-Hybrid(+-8xSGSSAA. 32xS+8xSGSSAA got me a "ran out of video memory" error when starting the game. 16xS+4xSGSSAA was maxing out my VRAM at 1600x900 so keep that in mind if you ever decide to do it)
OGSSAA works well, but not as well as SGSSAA does on a lot of things. (For one the Menu for example even with 4x4 doesn't AA nearly as well as SGSSAA does)
Also: These bits are the bare minimum required for AA to work in this game. Any one of these bits not used causes AA not to work.
__________________________________________________
The Pictures:
No AA- http://i.minus.com/ixLkZ5UYxW6bF.png http://i.minus.com/iSOZFuX16K0Kn.png http://i.minus.com/iSvoqLwyJnP1a.png http://i.minus.com/itgstSm2jYKMj.png
8xSGSSAA- http://i.minus.com/ibtSmp61Oy4Ppm.png http://i.minus.com/ibf6P3ccXdzQ8f.png http://i.minus.com/i9SEX48QLee4.png http://i.minus.com/ibbk4Up5v9xtS4.png http://i.minus.com/ih5IVPM7c1ZmV.png
2x2 OGSSAA- http://i.minus.com/ibibgrjcjzogfX.png
4x4 OGSSAA- http://i.minus.com/i6Ris1MQL6pgn.png http://i.minus.com/iVRIx1dZCXVDZ.png http://i.minus.com/ipc9XfSEcHNWs.png
16xS+4xSGSSAA- http://i.minus.com/iimNNa4FlGqYF.png http://i.minus.com/isIQquABarHzE.png http://i.minus.com/ieYtQfg2LeYn4.png http://i.minus.com/ib01JTTJGfoTDq.png
1800p 4xSGSSAA down to 900p- (Equivalent of 16xS+4xSG) http://i.minus.com/ibiukuSVPU311z.png http://i.minus.com/i00b1UAgCJxri.png http://i.minus.com/ib0Bg5rCVDxqU7.png
1800p FXAA down to 900P- (No where near as temporally stable as SGSSAA. But a decent performing alternative to no AA) http://i.minus.com/iHKwFL9GtcT59.png
*all SGSSAA shots with Auto-LOD*
Miscellaenous shots
http://i5.minus.com/idDZr72TJEZ96.png
http://i4.minus.com/iboMG17JzMPAWm.png (1440p 4xSGSSAA downsampled to 1080p)
Sorry it was hard to get consistent shots. Especially with the crazy weather
aufkrawall
2013-08-27, 13:59:43
And this is with the "0x000000C1" flag and ingame AA disabled?
Like I already said: It doesn't matter if in-game AA or forced via driver.
Thus any flag changes don't do anything, of course.
SLIKnight
2013-08-27, 22:07:13
Ah sorry, I missed that.
Then the "C1" flag is still the best and only option in Mirror's Edge.
aufkrawall
2013-08-27, 22:18:06
I found an example why it may be not a good idea to use as few bits as it seems to be necessary with SGSSAA. :tongue:
In Trackmania Nations Forever everything seemed fine with just C1, but one one map there's suddenly a dark block on the ground, moving with the camera.
With the magic 0x204412C1 it disappeared.
I think it's best to stick with 0x204412C1 as long as there aren't any problems.
I think there's no proof yet that any of the additional bits compared to C1 do anything bad as long as performance isn't obviously affected.
SLIKnight
2013-08-27, 22:26:46
Well, that of course depends highly on the game engine/post processing etc.
For example in Metro 2033, "0x000012C1" looks kinda blurry, but "0x000010C1" looks amazing without any blurring.
SLIKnight
2013-08-27, 22:32:26
Btw aufkrawall, could you please update the list soon?
The list of changes seem to grow and grow: #4771 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9892353&postcount=4771)
MrBonk's LP3 flag should probably also be added :)
aufkrawall
2013-08-27, 23:41:29
Thanks a lot to SLIKnight, MrBonk and the guest(s?) that frequently contribute valuable information.
*aktualisiert*
Auch sonst noch ein paar kleinere Sachen geändert/hinzugefügt.
MrBonk
2013-08-28, 00:56:11
NP. I care about AA a lot and thank god Lost Planet 3 is DX9. It really needed that AA for some stuff. And once it does have AA, ho man is it incredible looking (to me at least)
:p
But also: So there are small graphical glitches with SGSSAA and Mirrors Edge?
You know i've seen a lot of screenshots over the last few years with SGSSAA and that game nothing ever really seemed out of place. Is 0x000000C1 the only viable flag for it or?
Also I whole heartedly agree with "I think it's best to stick with 0x204412C1 as long as there aren't any problems.
I think there's no proof yet that any of the additional bits compared to C1 do anything bad as long as performance isn't obviously affected.
Except for me it's 0x004012C1 is what I usually use (for LP3 after testing i'm using 0x084012C3 and there is no performance or quality difference. Only extra things enabled in case there is something in the game that needs it. But 0x080010C1 is the bare minimum and satisifies the requirement for bits with least bits as possible.)
SLIKnight
2013-08-28, 00:58:34
As aufkrawall just said, the AA "bug" in Mirror's Edge is still there with ingame AA, so the SGSSAA flag is not the cause.
Probably a problem with the lighting of the game.
I can confirm the "C1" flag works beautifully in Mirror's Edge.
SLIKnight
2013-08-28, 01:00:54
Nice job on updating the AA lists, aufkrawall ;)
I have one small correction though.
In the "Sonic Adventure DX - Dreamcast Collection version" entry, it should clearly be stated, that AA can ONLY be forced when running at a resolution of 640x480: #4737 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9887036&postcount=4737)
MrBonk
2013-08-28, 01:14:52
Ah, so it's a game issue then. Perhaps has something to do with how MSAA resolves within the game.
Nothing to be worried about then. Thanks for that.
Also - yes on that SADX post. It is an unfortunate truth with the game. If you have an old CRT monitor you can play on, that's probably the ideal solution
Edit: Good news! I made a small rant on the Steam forum for Lost Planet 3 about the low res 720p FMVs and Spark listened! And released High Res FMVs as a free DLC download! It's an extra 7GB but surely worth it!
I wonder if I can ask them about the alpha resolution buffers that causes the aliasing in this shot on the bar http://i5.minus.com/ih5IVPM7c1ZmV.png
SLIKnight
2013-08-28, 03:35:52
That is nice to hear about the FMVs in LP3 :)
I haven't bought LP3 yet, but that particular shot looks a little blurry to me.
Maybe it would improve AA quality and reduce blurring, if you disabled DoF in the .ini files?
Most UE3 games look better without DoF in my opinion, especially when forcing SGSSAA.
MrBonk
2013-08-28, 04:09:33
It looks blurry because it's taking place during a Snow Storm, visibility is very limited. (And there is a lot of crazy weather effects going on all over the place)Disabling DoF doesn't really do much to help this. I tried it when I first tested the game last night.
When there are moments when the winds die down for a second it looks not blurry at all.
The new FMVs are higher resolution and higher quality. Not perfect but much better
And this is with the "0x000000C1" flag and ingame AA disabled?
Yes.
It may need a different flag perhaps to workout the issue.
Is there a different flag that I could try?
MrBonk
2013-08-29, 10:50:48
Oh well I didn't know it happens with in game AA too when I wrote that. Someone said that it's a game issue and happens with in-game AA enabled too?
Perhaps a driver bug?
grizu
2013-08-29, 14:22:46
Gerade mal Godmode in Steam gekrallt und bemerkt das noch keine bits in der Liste vermerkt sind.
0x000012C1 (minimal Blur ,aber ist denke ich enginebedingt)
http://abload.de/thumb/godmode2013-08-2914-136x69.jpg (http://abload.de/image.php?img=godmode2013-08-2914-136x69.jpg)
SLIKnight
2013-08-29, 15:23:54
Oh well I didn't know it happens with in game AA too when I wrote that. Someone said that it's a game issue and happens with in-game AA enabled too?
Perhaps a driver bug?
I doubt it has anything to do with the driver.
Probably just an issue with the third-party lighting used in this particular UE3 game.
Honestly "Mirror's Edge" looks so good with PhysX and 8xSGSSAA forced with the "C1" flag, that I will happily live with this small issue.
These types of light sources are very rare in Mirror's Edge, so it's not a real problem IMO.
On a different topic, I still encourage anybody who hasn't voted for the DX11 AA bits petition to do so:
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/
Furthermore, if you have any relevant examples/arguments/screeenshots please continue to post them there. :smile:
IMO the DX9 AA lists in the 3Dcenter sammelthread are close to perfect at this point, and it would probably be better focusing on the DX11 petition.
Ich hab mir das nochmal genauer angesehn und hab die Lösung gefunden!
Folgendes ist zu beachen: Für blurfreies SGSSAA zunächst die "0x000010C1" AA Bits verwenden, im Treiber irgendein SGSSAA einstellen, danach ins Game rein und ein Savegame starten, danach ist dann wieder Blur aktiv... jetzt geht man in die Optionen und stellt einfach mal das Ingame AA aus und klickt auf "Apply" danach sollte der Blur verschwunden sein. Sollte das nicht beim 1.Mal klappen dann einfach mal irgendein Ingame AA einschalten und wieder abschalten bis der Blur verschwunden ist.
Hier zwei Beweisscreenshots das es klappt.
4xMSAA/16xAF
http://www.abload.de/thumb/witcher2011-03-0516-30g9wc.png (http://www.abload.de/image.php?img=witcher2011-03-0516-30g9wc.png)
4xSGSSAA/16xAF
http://www.abload.de/thumb/witcher2011-03-0516-24fl6k.png (http://www.abload.de/image.php?img=witcher2011-03-0516-24fl6k.png)
Um mal die Information zu einem Klassiker (talking 'bout: The Witcher 1) zu aktualisieren, das oben beschriebene Verhalten trifft nur zu, wenn man das Ingame-AA zu SGSSAA erweitert. Schaltet man das Ingame-AA aus und erzwingt SGSSAA komplett über NV Inspector, so funktioniert dieses ohne Blur auf Anhieb, getestet mit 4x und 8xSGSSAA. Der oben beschriebene Workaround ist also nicht mehr nötig – da die obige Aussage aus dem Jahr 2011 stammt, als das Spiel schon auf dem heutigen Patchstand war, dürfte nVidia das mittlerweile im Treiber gefixt haben.
Aufgrund der sehr feinen Vegetationsstrukturen (v. a. Bäume) mit hohen Sichtweiten und gutem LOD – halt noch ein echtes PC-Spiel – profitiert das Teil trotz seines Alters ganz gewaltig von SGSSAA. Auch die noch für heutige Verhältnisse recht ordentlich texturierten NPCs sehen gerade auf mittlerer Entfernung wesentlich besser aus. Allerdings fressen die In-Engine-Cutscenes mit DOF abartig viel Leistung, da gehen die Frames teilweise sogar auf meiner GTX 780 bis auf unter 30, was eigentlich nicht sein kann. Ist aber aufgrund ihres statischen Charakters nicht wirklich spürbar.
SLIKnight
2013-08-30, 15:46:07
Could someone please retest "0x000012C0" with both OGSSAA and SGSSAA in the full retail version of "Castlevania: Lord of Shadows"?
A few users from the guru3D AA thread are complaining about forced SGSSAA not working in the full game:
http://forums.guru3d.com/showpost.php?p=4646636&postcount=1303
Deisi
2013-08-30, 16:45:00
Could someone please retest "0x000012C0" with both OGSSAA and SGSSAA in the full retail version of "Castlevania: Lord of Shadows"?
A few users from the guru3D AA thread are complaining about forced SGSSAA not working in the full game:
http://forums.guru3d.com/showpost.php?p=4646636&postcount=1303
No AA
http://abload.de/thumb/castlevanialosue_noaazssu1.png (http://abload.de/image.php?img=castlevanialosue_noaazssu1.png)
8x SGSSAA "0x000012C0"
http://abload.de/thumb/castlevanialosue_8xsgjbsuc.png (http://abload.de/image.php?img=castlevanialosue_8xsgjbsuc.png)
Ingame AA is disabled in both screenshots.
SLIKnight
2013-08-30, 16:53:04
Nice, seems "12C0" works fine for the full game.
Could I persuade you to also test 3x3 OGSSAA at the same spot, just for the fun of it? :)
MrBonk
2013-08-30, 22:24:26
Yeah I don't see how it could not be working. Strange stuff.
Though in that shot it does look like certain things are not AA'd as well as they could be. (such as Gabriel)
Does 0x004012C1 produce the same result?
Maybe that's just how it was and couldn't really tell that just from the demo which took place in the rain.
http://i2.minus.com/ibT1NRBgPcHIw.png
http://i3.minus.com/iSxneJiTCgwfS.png
SLIKnight
2013-08-31, 02:06:00
I think it would be worth doing a screenshot comparison of "0x000012C0" and "0x004012C1" in retail Castlevania.
Both with 8xSGSSAA and 3x3 OGSSAA forced.
In hindsight the demo was probably not the best testing scenario, since it is so dark and rainy.
MrBonk
2013-08-31, 05:15:50
I think it would be worth doing a screenshot comparison of "0x000012C0" and "0x004012C1" in retail Castlevania.
Both with 8xSGSSAA and 3x3 OGSSAA forced.
In hindsight the demo was probably not the best testing scenario, since it is so dark and rainy.
Perhaps yeah.
I mean clearly there are a lot of things in the rain scene that are AA'd if you look but still yeah.
Just for completeness sake
http://screenshotcomparison.com/comparison/39060
3 cropped parts of the screenshot blown up by 300% with nearest neighbor to show that stuff is indeed being AA'd in the demo at least.
Castlevania: Lords of Shadow - AA bits: 0x000012C0 - SGSSAA, OGSSAA
http://abload.de/thumb/castlevanialosue0x000pbspz.png (http://abload.de/image.php?img=castlevanialosue0x000pbspz.png) http://abload.de/thumb/castlevanialosue0x000issff.png (http://abload.de/image.php?img=castlevanialosue0x000issff.png) 8xSGSSAA
CrimsoN
2013-08-31, 21:08:19
Castlevania: Lords of Shadow - AA bits: 0x000012C0 - SGSSAA, OGSSAA
http://abload.de/thumb/castlevanialosue0x000pbspz.png (http://abload.de/image.php?img=castlevanialosue0x000pbspz.png) http://abload.de/thumb/castlevanialosue0x000issff.png (http://abload.de/image.php?img=castlevanialosue0x000issff.png) 8xSGSSAA
Blurt aber schon
aufkrawall
2013-08-31, 21:24:43
Aber nicht viel. Ist bei dem ganzen Aliasing klar, dass es kontrastärmer wirkt. Da ist ja alles pixelated. War ohne AA negatives LOD Bias an?
nein, alles default bzw driver controlled.
ohne AA grieselt/flimmert das komplette bild - es ist einfach abnormal.
2160p@1080p
http://abload.de/thumb/castlevanialosue4xdsnfslg.png (http://abload.de/image.php?img=castlevanialosue4xdsnfslg.png)
MrBonk
2013-09-01, 06:33:31
Los is a game (like FFXIV and Mars War logs) that uses a lot of high frequency textures. No matter WHAT you do. There is going to be blur in a game like this with SGSSAA.
But ALSO like FFXIV and Mars War Logs you can probably sharpen it to counteract some of it.
Auto-LOD bias may help too
The downsampling shot above, obviously has a better framerate than 8xSGSSAA and slightly better sharpness/IQ. But there is a minor spot of aliasing here and there that still exists where it doesn't with SGSSAA. But it does look better, is that with the in-game AA on?
2x2 downsampling+in game AA looked pretty great in my original testing
http://i4.minus.com/inF1YnhRXgS5Z.png
http://i5.minus.com/iz1zo5ma9RV1C.png
http://i1.minus.com/ibbRoc8FWEqgkc.png
http://i4.minus.com/igoqBxzuMhMqd.png
http://i1.minus.com/iBfBHuOw8WEQZ.png
http://i2.minus.com/iAVseo4QWX9BX.png
Also It does seem SGSSAA is working like it should, like it did in the demo in those shots.
OGSSAA did work better though in my testing, though neither had ideal performance for me at least. Maybe it was a driver thing
SLIKnight
2013-09-01, 15:39:58
I have downloaded Gast's 8xSGSSAA image and added some red squares to highlight a few areas of the image, where SGSSAA is clearly superior to 2x2 downsampling:
http://abload.de/thumb/castlevaniasgssaaedit2lsqf.png (http://abload.de/image.php?img=castlevaniasgssaaedit2lsqf.png)
In motion this type of aliasing is going to be much more obvious.
The performance hit really is not that big of a deal IMO, since Castlevania isn't very demanding to begin with.
If I ever get around to buying the game, I will probably use something like 3x3 OGSSAA with the "12C0" flag.
SLIKnight
2013-09-01, 16:01:43
I think it is safe to "reduce" the SGSSAA & OGSSAA flag for Castlevania to "0x000012C0".
Based on all the screenshots on this page, those extra AA bits in "0x004012C1" seem to do absolutely nothing.
I suggest, that the SSAA entry for the game is changed to look something like this:
Castlevania: Lords of Shadow (0x000012C0): #4592 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9861727&postcount=4592), #4808 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9900493&postcount=4808)
MrBonk
2013-09-02, 02:33:15
I have downloaded Gast's 8xSGSSAA image and added some red squares to highlight a few areas of the image, where SGSSAA is clearly superior to 2x2 downsampling:
http://abload.de/thumb/castlevaniasgssaaedit2lsqf.png (http://abload.de/image.php?img=castlevaniasgssaaedit2lsqf.png)
In motion this type of aliasing is going to be much more obvious.
The performance hit really is not that big of a deal IMO, since Castlevania isn't very demanding to begin with.
If I ever get around to buying the game, I will probably use something like 3x3 OGSSAA with the "12C0" flag.
Yeah I agree,
And I we already established a few pages back too that 12C0 was enough at the time of the demo too
shengnoir
2013-09-02, 04:41:42
Kostet dieses Bit in anderen Anwendungen Leistung / VRAM wenn man es global setzt?
Danke für den Post Blaire :up:
@phoenix887:
http://abload.de/thumb/inspector_customsettilzos6.png (http://abload.de/image.php?img=inspector_customsettilzos6.png)
Edit: Was ist eigentlich dieses "maximum frames allowed" :confused: Fällt mir zum ersten Mal auf ;D
damit kannst du den zu erreichenden fps wert vorgeben, wenn du diesen höher legst als erfolgsversprechend wird der treiber die Leistung etwas steigern indem er die darstellungsqualität etwas reduziert um die geforderten fps zu stemmen, zumindest behauptet dies mein expert tool von gainward, (die einstellung dort war für den selben id bit) (und es gibt ja noch den extension limiter von ambient occlusion, der is aber wieder was anderes, vermutlich jedoch mit ähnlicher funktion, maybe reverse betrachtet
muß euch demnächst mal mein wot + global profil analysieren lassen, nach ewigen rumstesten hab ichs irgendwie geschafft den intel chip satz mit aktiv zu bekommen ka wie usw, aber ne gt 520 is n mysteriöses etwas ...Strange
http://prntscr.com/1ou6uf
SLIKnight
2013-09-02, 22:32:46
I have been doing a little AA/tweaking guide for Witcher 2.
This includes a short description of the working (but faulty/blurry) AA flags for MSAA and SGSSAA, as well as my own tweaked "User.ini" file.
With RMA's post on Witcher 1 in mind, I suggest these improvements to the AA list:
1) "0x000012C1" should be added for SGSSAA in "God Mode": #4799 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9897072&postcount=4799)
2) The SGSSAA & OGSSAA flag for "Castlevania: Lords of Shadow" should be changed to "0x000012C0": #4592 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9861727&postcount=4592), #4808 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9900493&postcount=4808)
3) "Spieleinstellungen beachten" should be replaced with "Custom Bit für SGSSAA" for "The Witcher", and my AA tweak guide for Witcher 2 added as a reference: #4801 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9897790&postcount=4801), Witcher 2 AA guide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9815822&postcount=4413)
4) "0x080000C1" should be added for SGSSAA in "Outlast": Guru3D AA thread (#1340) (http://forums.guru3d.com/showpost.php?p=4650190&postcount=1340)
5) "0x080000C1" should be added for SGSSAA & OGSSAA in "Afterfall: Insanity": #4852 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9909695&postcount=4852)
6) "0x004012C1" should be added for SGSSAA in "Payday 2" (remove chromatic aberration to reduce blurriness): #4855 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9910631&postcount=4855)
7) MrBonk's and Br4ADDERS' posts on "Hard Reset" should be added as an "Ingame AA enhancement guide" in a similar way to "Serious Sam HD": #4870 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9912033&postcount=4870), #4880 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9913103&postcount=4880)
8) "0x0000B2C1" should be added for MSAA in "World of Tanks": #4888 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9913800&postcount=4888)
9) Gast's post on downsampling using SoftTH should be added as a reference to the introductory text on page 1: #3823 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9645672&postcount=3823)
Ronin2k
2013-09-03, 00:01:53
Hier Stand fast Blödsinn^^, Profil vom Treiber war das aktuelle nicht mein altes User Profil vom 314.22 daher kein AA bei C LOS.
Blade II
2013-09-03, 01:34:48
3) "Spieleinstellungen beachten" should be replaced with "Custom Bit für SGSSAA" for "The Witcher", and my AA tweak guide for Witcher 2 added as a reference: #4801 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9897790&postcount=4801), Witcher 2 AA guide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9815822&postcount=4413)
Nice work! I'm just curious: have you tested 2x Downsampling in Witcher 2, maybe even combined with SMAA?
I've tried the ingame ubersampling a while ago and wasn't very happy about it. Driver Downsampling (1.5x) did a far better job and I guess that 2x DS works quite a bit better than 1.5x DS + ubersampling. Furthermore SMAA might produce a slightly sharper image than the MLAA implementation.
PS: It's a shame SGSSAA isn't working without glitches in this game. Hopefully Witcher 3 will support it natively :D.
SLIKnight
2013-09-03, 13:31:03
That is exactly the reason i'm not using ingame "Ubersampling" on its own.
When bloom and DoF are disabled (which I really dislike in this game), it quickly becomes clear, that alot of stuff are not properly AA'ed with Ubersampling+MLAA.
Actually, I never tried injecting SMAA in Witcher 2.
I prefer to keep things as simple as possible, and injecting SMAA can cause funny stuff in SLI mode in some games.
For example "SMAA ultra" causes the character to disappear in "Episodes from Liberty City".
As far as downsampling goes, I think my combination of Ubersampling+MLAA+downsampling does a good job, and I actually prefer this over just using 2x2 downsampling alone.
Also running at 3840x2400 means ingame text etc. is going to be very small, just like in BF3.
Let's hope Witcher 3 will have ingame SGSSAA support.
I doubt it though, and even if it does, it will probably not be any higher quality than in Splinter Cell: Blacklist (DX11).
However driver-forced DX11 SGSSAA could be truly godsend in Witcher 3 ;)
SLIKnight
2013-09-03, 14:46:53
Blade II, I bought "Natural Selection 2" in the Steam sale a few days ago and remembered, that you did some AA bits testing for this game: #4446 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9825577&postcount=4446)
What exactly were your findings?
Didn't SGSSAA or OGSSAA work at all, or did it just cause graphics glitches?
Did you try forcing SGSSAA at the lowest settings etc. ?
Which exact AA bits did you try?
Blade II
2013-09-03, 14:58:10
Pretty good question :D
As long as I remember none of the known AA-Bit combinations worked, even on lowest settings. Even though I'm not sure if I've tested OGSSAA, too. Maybe you'll have more luck :)
SLIKnight
2013-09-03, 15:41:08
I see.
Haven't actually gotten around to playing NS2 yet, just installed it.
But it might be one of those Arcania, Hard Reset, GTA 4 type of games, where forcing AA is a complete impossibility ;)
Also the latest build 254 of the game has several bugs and performance issues, which were introduced with the free "Reinforced DLC" and build 252:
http://forums.unknownworlds.com/discussion/131838/build-254-biodome-technical-issues
So either way, i'm going to hold off on playing or testing NS2 until these problems are fixed. :)
This doesn't bother me too much, since I got the game almost free (only 5 euros).
i briefly tried ns2 on free weekend. it crashed with aa bits and the dx11 renderer seemed to be incompatible with sli.
SLIKnight
2013-09-03, 18:55:29
OK, but there is currently no official DX11 SLI profile for NS2.
Did you make one yourself?
MegaManX4
2013-09-04, 11:43:25
Is there any solution for "Rome 2"?
I can't stand that blur AA the Game offers...it's ridiculous that a DX11 game doesn't feature some sort of real AA. Downsampling works, but the text gets extremly blurry :(
Please, help!
Blade II
2013-09-04, 13:29:10
I guess that Rome 2 hasn't an MSAA implementation and just uses FXAA?
If so try to start the game in DX9 mode and force 4x SGSSAA with one of the following compatibility bits:
0x000000C1
0x000010C1
0x000000C5
0x000012C5
EDIT:
The SGSSAA Bit for Empire/Napoleon Total War might also work: 0x00400245
SLIKnight
2013-09-04, 16:05:34
I did some experimentation with AA flags and ingame settings in Lost Planet: Extreme Condition.
Enhancing the ingame AA setting with SGSSAA actually works pretty well, when "Motion Blur Quality" is set to "None" and "Filter Quality" is set to "Low".
Here is a screenshot for proof, along with all ingame settings and full NVIDIA Inspector profile:
http://abload.de/thumb/lpenhanced6osgu.png (http://abload.de/image.php?img=lpenhanced6osgu.png) http://abload.de/thumb/launchoptionsfrsxy.png (http://abload.de/image.php?img=launchoptionsfrsxy.png) http://abload.de/thumb/lpsettingspart1rpsq6.png (http://abload.de/image.php?img=lpsettingspart1rpsq6.png) http://abload.de/thumb/lpsettingspart2ris3w.png (http://abload.de/image.php?img=lpsettingspart2ris3w.png) http://abload.de/thumb/enhanced_inspectordgse2.png (http://abload.de/image.php?img=enhanced_inspectordgse2.png)
Naturally you can also enhance ingame AA to SGSSAA in DX10 mode.
If you decide to do so, I recommend setting "Shadow Quality" and "Fur Quality" to "DX10", and leaving all other settings as shown in the above screenshots.
SGSSAA can also be forced in DX9 mode with "0x800000C1" for slightly better IQ:
http://abload.de/thumb/lpforcedens7l.png (http://abload.de/image.php?img=lpforcedens7l.png) http://abload.de/thumb/forced_inspectorm0s35.png (http://abload.de/image.php?img=forced_inspectorm0s35.png)
SLIKnight
2013-09-04, 20:12:04
I have added the above information about "Lost Planet: Extreme Condition" to my "Lost Planet 2" post, which is already in the SSAA list: #4484 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9841521&postcount=4484)
This saves a table entry in the already massive AA list. :)
However I still think these changes should be integrated into the list: #4817 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9903048&postcount=4817)
As Outlast is another Unreal engine (3.x) derivative the usual bit (0x000010C1) can be used to force SGSSAA:
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9906951&postcount=57
SLIKnight
2013-09-05, 22:45:59
Actually, I already added "0x080000C1" to my summary post for "Outlast": #4817 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9903048&postcount=4817)
"0x080000C1" is needed to ensure compatibility with 16:10 resolutions in newer builds of UE3. :)
I missed that, my bad. :anonym: Thanks for the hint regarding 16:10 resolutions, wasn't aware of that.
WeylandYutani
2013-09-06, 18:00:18
Hi
Im new to Nvidia Inspector and searching for Help for Remember me. I found the bit for the game and i know where to put it but i dont get the SGSSAA to work. Can anybody please put a screen here with the working settings/changes for working transparency anti aliasing for remember me ? thanks.
SLIKnight
2013-09-06, 18:09:12
Sure, here is my post on "Rising Storm": #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)
This is another UE3 game, where SGSSAA can be forced with the "0x080000C1" AA flag.
Just remember to force the same number of MSAA samples and SGSSAA samples, i.e. 4xMSAA+4xSGSSAA or 8xQ MSAA+8xSGSSAA etc.
I don't own "Remember Me", but I believe this game has an ingame SSAA setting?
This (and any FXAA settings) should of course be disabled before you attempt to force driver-AA ;)
WeylandYutani
2013-09-06, 18:20:48
Sure, here is my post on "Rising Storm": #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)
This is another UE3 game, where SGSSAA can be forced with the "0x080000C1" AA flag.
Just remember to force the same number of MSAA samples and SGSSAA samples, i.e. 4xMSAA+4xSGSSAA or 8xQ MSAA+8xSGSSAA etc.
I don't own "Remember Me", but I believe this game has an ingame SSAA setting?
This (and any FXAA settings) should of course be disabled before you attempt to force driver-AA ;)
I know that the game has SSAA but this causes heavy stuttering and for example downsampling not. That means the game isnt well optimized and the ssaa works like ****. This would help me to understand inspector and how it works. Do i must set normal anti aliasing to get transparency anti aliasing to work because i only set the bit then override and sgssaa ?
aufkrawall
2013-09-06, 18:23:23
Take a look at the example for forcing SGSSAA in the first post:
http://abload.de/image.php?img=crysis04sy1.jpg
Skinner.
2013-09-06, 18:24:10
Actually, I already added "0x080000C1" to my summary post for "Outlast": #4817 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9903048&postcount=4817)
"0x080000C1" is needed to ensure compatibility with 16:10 resolutions in newer builds of UE3. :)
Strange in my case there isn't any profile for Outlast, and I'm on 326.80? . I use the UT3 one.
Also Sweetfx won't work? I tried the Win32 and Win64 dir..?
SLIKnight
2013-09-06, 18:26:51
Just look at this picture of my "Rising Storm" inspector profile, and repeat the process for "Remember Me":
http://abload.de/image.php?img=risingstorm_inspectorxozwh.png
But in general, you use "override", set "Antialiasing -behavior flags" to "None", and then force 4xMSAA+4xSGSSAA or 8xQ MSAA+8xSGSSAA.
Also remember to set both "Supersamplng" and "Antialiasing" to "Off" ingame.
You don't need to adjust the LOD bias manually anymore, since NVIDIA added automatic LOD as of the 310.xx drivers.
Hope this helps.
SLIKnight
2013-09-06, 18:30:24
Strange in my case there isn't any profile for Outlast, and I'm on 326.80? . I use the UT3 one.
Also Sweetfx won't work? I tried the Win32 and Win64 dir..?
Then you just create a profile yourself, either using Inspector or the Geforce SLI profile tool ;)
This thread is about driver-forced hardware AA, not low-quality Sweetfx nonsense.
Either way "0x080000C1" should do the job for SGSSAA in "Outlast", at all resolutions. :smile:
There is no reason to inject SMAA or FXAA in an UE3 game, when SGSSAA works so well.
WeylandYutani
2013-09-06, 18:33:53
Just look at this picture of my "Rising Storm" inspector profile, and repeat the process for "Remember Me":
http://abload.de/image.php?img=risingstorm_inspectorxozwh.png
But in general, you use "override", set "Antialiasing -behavior flags" to "None", and then force 4xMSAA+4xSGSSAA or 8xQ MSAA+8xSGSSAA.
Also remember to set both "Supersamplng" and "Antialiasing" to "Off" ingame.
You don't need to adjust the LOD bias manually anymore, since NVIDIA added automatic LOD as of the 310.xx drivers.
Hope this helps.
Worked thanks but is there any way to get transparency anti aliasing only through inspector ?
SLIKnight
2013-09-06, 18:35:45
In most recent UE3 games ("Remember Me" included), only MSAA+SGSSAA can be forced, not MSAA+TrSSAA.
This is due to the deferred lighting and postprocessing used in those games.
Skinner.
2013-09-06, 18:36:23
Then you just create a profile yourself, either using Inspector or the Geforce SLI profile tool ;)
This thread is about driver-forced hardware AA, not low-quality Sweetfx nonsense.
Either way "0x080000C1" should do the job for SGSSAA in "Outlast", at all resolutions. :smile:
There is no reason to inject SMAA or FXAA in an UE3 game, when SGSSAA works so well.
Yes, I just use the UT3 profile (with the 0x080000C1 bit) for now and it works great :).
I never use sweetFX for post AA, just sharpness, colors and some other fancy things ;)
SLIKnight
2013-09-06, 18:42:04
OK, but you should not be doing sweetFX "sharpening" combined with driver-forced SGSSAA.
This kinda defeats the purpose of SSAA, and can create specular and shader aliasing.
Just use driver automatic LOD adjustment, and leave it at that ;)
WeylandYutani
2013-09-06, 18:42:40
In most recent UE3 games ("Remember Me" included), only MSAA+SGSSAA can be forced, not MSAA+TrSSAA.
This is due to the deferred lighting and postprocessing used in those games.
ok thanks, can i use nvidias fxaa with sgssaa or does this cause troubles ?
Skinner.
2013-09-06, 19:01:56
OK, but you should not be doing sweetFX "sharpening" combined with driver-forced SGSSAA.
This kinda defeats the purpose of SSAA, and can create specular and shader aliasing.
Just use driver automatic LOD adjustment, and leave it at that ;)
I know, but I use it slightly, depending on the game engine
I have auto lod on, but I always like it just a tad sharper ;).
Btw, the 64 bits sweefx dll.'s do the job :)
SLIKnight
2013-09-06, 19:09:11
ok thanks, can i use nvidias fxaa with sgssaa or does this cause troubles ?
FXAA blurs the whole image, and should never be used with driver-forced SGSSAA.
MrBonk
2013-09-07, 02:03:05
OK, but you should not be doing sweetFX "sharpening" combined with driver-forced SGSSAA.
This kinda defeats the purpose of SSAA, and can create specular and shader aliasing.
Just use driver automatic LOD adjustment, and leave it at that ;)
Yes. You should only use Sharpening with SGSSAA in the most Extreme cases of blur. And it should only be very very minor sharpening otherwise it causes aliasing and defeats the purpose
Also: Sometimes depending on the game, if SGSSAA doesn't get everything, FXAA can blend well with SGSSAA+downsampling. Though these cases are rare.
Such as Earth Defense Force Insect Armageddon, and Resident Evil 5 if you only use RGBA8 HDR SGSSAA (Rather than RGBA16F HDR SGSSAA which gets everything but is a little more costly. Though using RGBA8 over 16f really is something people with lower end cards like a 460 should be concerned with at 1080p, otherwise 16F is just fine)
EDF: 1440p to 1080p 4xMSAA+2xSGSSAA+FXAA+SweetFX(for minor sharpening) http://i5.minus.com/iw8P7ZrdHorxz.png
Vs
4xSGSSAA 1080p native http://i4.minus.com/iDqIAe0Kthj1D.png
But yes, the general case is you should NOT mix SGSSAA and FXAA. Only in these rare instances is it ok
Skinner.
2013-09-07, 13:36:24
Yes. You should only use Sharpening with SGSSAA in the most Extreme cases of blur. And it should only be very very minor sharpening otherwise it causes aliasing and defeats the purpose
That's true in theory, but before I play a game, I first test different sweetfx-settings to find a nice balance between (anti) aliasing and sharpness. That varies depending on the game engine and the used effects. Some games really need some extra sharpening, but I use it very subtile, just before moire and alising are starting to come in I stop sharpening.. It take some tests to fine tune it and then I'm ready to go :) The beauty from sweetfx is that you can configure you gfx-settings to your personal needs.
SLIKnight
2013-09-07, 17:24:45
I have updated my post on "Rising Storm" again: #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)
It now includes screenshots of all ingame options, and a list of relevant .ini tweaks to fix a few annoyances etc.
MrBonk
2013-09-07, 21:30:15
The beauty from sweetfx is that you can configure you gfx-settings to your personal needs.
Yes. It is.
SLIKnight
2013-09-07, 23:21:38
Anybody tried forcing SGSSAA in Payday 2 with the "GEM" mod?
http://steamcommunity.com/app/218620/discussions/0/864976837949903652/#c864978109640918345
Apparently you can disable chromatic aberration with this, which should in theory allow blur-free SGSSAA to be forced.
MrBonk
2013-09-08, 09:29:00
Afterfall Insanity:
_____________________________
General Information:
0x080000C1 vs 0x080100C5
C1 results in some minor blur to UI elements and some text glitches
But it AA's stuff like the title screen which has some pretty bad aliasing.
100C5 in my last test had some strange graphical glitches but when I screenshotted it, they weren't in the shot. It doesn't have UI blur or text glitches, but it doesn't AA things like the title screen
These are all shown in the pictures if you compare them! (except the last one)
Also this game's low resolution SSAO buffer can cause shimmering problems in some areas.
____________________________________
My recommended bits
0x080000C1 -SGSSAA,OGSSAA,OGSSAA-Hybrid(+-SGSSAA) (8 is needed for AA to work at all in conjunction with C1)
________________________
Pictures
No AA: http://i.minus.com/ioTYwabqXDmAo.png http://i.minus.com/iB2nCC8rZFrLf.png
100C5 8xSGSSAA: http://i.minus.com/ibfJs6llHySTFr.png http://i.minus.com/ibfw6bjccfW6mu.png http://i.minus.com/iVscMhCU5xtSa.png
C1 8xSGSSAA: http://i.minus.com/ibwSbxyW1Ltrqj.png http://i.minus.com/ipe7I33pTFk03.png http://i.minus.com/itxO7ERcgUhRc.png
4x4 OGSSAA: http://i.minus.com/itS2WVFIVi0Ef.png http://i.minus.com/irKFY5zz6mMpc.png
16xS+4xSGSSAA: http://i.minus.com/isrv4o3avwssr.png http://i.minus.com/iQQWqSEwKqMjz.png
3200x1800 +4xSGSSAA (Equivalent of 16xS+4): http://i.minus.com/ih0remBLQQzGf.png http://i.minus.com/iEohbvl7hqsnw.png
SLIKnight
2013-09-08, 13:32:35
Nice job, MrBonk :)
As usual "C5" flags produce less than optimal results with SGSSAA in UE3 based games.
I have added your findings to my "summary" post: #4817 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9903048&postcount=4817)
We still need someone to retest for SGSSAA in "Payday 2" with the new "GEM" mod and chromatic aberration disabled: GEM - A Graphical Enhancement Mod for PAYDAY 2 (http://steamcommunity.com/app/218620/discussions/0/864976837949903652/#c864978109640918345)
Based on 4Fighting's MSAA flag, I suspect "0x000010C1" should be enough for SGSSAA in Payday 2: #4723 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9884253&postcount=4723)
MrBonk
2013-09-08, 23:26:33
I would test Payday 2 but I don't have it :(
Hopefully someone else does and can test it.
Oh, yeah ALSO:
| By default the devs lock resolution to a max of 1900x1200 or something for some reason.
So if you want to use manual OGSSAA with the game you need to do the following:
Open up the game directory, go in /RascalGame/Config/DefaultGame.ini
and change these lines to match this and replace 1600x900 with whatever you want
#force graphic resolution
bForceResolution=True
ForceResX=1600
ForceResY=900
bForceFullscreen=True
BR4DDERS
2013-09-09, 04:15:56
Nice job, MrBonk :)
As usual "C5" flags produce less than optimal results with SGSSAA in UE3 based games.
I have added your findings to my "summary" post: #4817 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9903048&postcount=4817)
We still need someone to retest for SGSSAA in "Payday 2" with the new "GEM" mod and chromatic aberration disabled: GEM - A Graphical Enhancement Mod for PAYDAY 2 (http://steamcommunity.com/app/218620/discussions/0/864976837949903652/#c864978109640918345)
Based on 4Fighting's MSAA flag, I suspect "0x000010C1" should be enough for SGSSAA in Payday 2: #4723 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9884253&postcount=4723)
I have tried "0x000010C1" but it doesn't work. The "0x004012C1" flag (same one for Payday 1) works but it's blurry.
No AA:
http://img189.imageshack.us/img189/9404/2guz.th.jpg (http://img189.imageshack.us/img189/9404/2guz.jpg)
4x SGSSAA 0x000010C1:
http://img27.imageshack.us/img27/5923/2cdy.th.jpg (http://img27.imageshack.us/img27/5923/2cdy.jpg)
4x SGSSAA 0x004012C1:
http://img29.imageshack.us/img29/8302/upp6.th.jpg (http://img29.imageshack.us/img29/8302/upp6.jpg)
4x SGSSAA 0x004012C1 + GEM mod:
http://img401.imageshack.us/img401/7856/s7bd.th.jpg (http://img401.imageshack.us/img401/7856/s7bd.jpg)
4x SGSSAA 0x004012C1 + GEM mod + Chromatic aberration removal mod:
http://img842.imageshack.us/img842/7119/yl5u.th.jpg (http://img842.imageshack.us/img842/7119/yl5u.jpg)
0x004012C1 + Chromatic aberration removal mod:
http://img600.imageshack.us/img600/8954/ibwb.th.jpg (http://img600.imageshack.us/img600/8954/ibwb.jpg)
I tried 8x SGSSAA but I ran out of VRAM and was getting about 3 fps.
MrBonk
2013-09-09, 06:06:14
Removing CA does seem to mitigate some of the blur.
Some minor sharpening could probably help with the rest of it.
Edit:
Using the default sharpening filter in Photoshop CS3 looks like this(There is some ringing/other artifacts though since the source is a compressed JPG)
http://i5.minus.com/iq0HP4Zv6v4ze.png
Ich benutze für SGSSAA: 0x004010C1
Das macht gegenüber 0x080000C1 ein ruhigeres Bild und hat mehr Fps.
0x004010C1
http://abload.de/thumb/pkhd-0x004010c1zpqcg.jpg (http://abload.de/image.php?img=pkhd-0x004010c1zpqcg.jpg)
0x080000C1
http://abload.de/thumb/pkhd-0x080000c178l5a.jpg (http://abload.de/image.php?img=pkhd-0x080000c178l5a.jpg)
SLIKnight
2013-09-09, 15:40:16
The "0x080000C1" screenshot looks slightly sharper IMO, that is probably the reason the FPS is a little lower.
Also you need "0x080000C1" at 16:10 resolutions.
SLIKnight
2013-09-09, 15:55:45
I have tried "0x000010C1" but it doesn't work. The "0x004012C1" flag (same one for Payday 1) works but it's blurry.
No AA:
http://img189.imageshack.us/img189/9404/2guz.th.jpg (http://img189.imageshack.us/img189/9404/2guz.jpg)
4x SGSSAA 0x004012C1 + GEM mod + Chromatic aberration removal mod:
http://img842.imageshack.us/img842/7119/yl5u.th.jpg (http://img842.imageshack.us/img842/7119/yl5u.jpg)
0x004012C1 + Chromatic aberration removal mod:
http://img600.imageshack.us/img600/8954/ibwb.th.jpg (http://img600.imageshack.us/img600/8954/ibwb.jpg)
I tried 8x SGSSAA but I ran out of VRAM and was getting about 3 fps.
Excellent stuff BR4DDERS, the blurring is very acceptable with CA removed in my opinion.
How much VRAM does the game use with 8xSGSSAA at 1080P?
With all the previous discussions in mind, here is an updated version of my AA thread summary post:
1) "0x000012C1" should be added for SGSSAA in "God Mode": #4799 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9897072&postcount=4799)
2) The SGSSAA & OGSSAA flag for "Castlevania: Lords of Shadow" should be changed to "0x000012C0": #4592 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9861727&postcount=4592), #4808 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9900493&postcount=4808)
3) "Spieleinstellungen beachten" should be replaced with "Custom Bit für SGSSAA" for "The Witcher", and my AA tweak guide for Witcher 2 added as a reference: #4801 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9897790&postcount=4801), Witcher 2 AA guide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9815822&postcount=4413)
4) "0x080000C1" should be added for SGSSAA in "Outlast": Guru3D AA thread (#1340) (http://forums.guru3d.com/showpost.php?p=4650190&postcount=1340)
5) "0x080000C1" should be added for SGSSAA & OGSSAA in "Afterfall: Insanity": #4852 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9909695&postcount=4852)
6) "0x004012C1" should be added for SGSSAA in "Payday 2" (remove chromatic aberration to reduce blurriness): #4855 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9910631&postcount=4855)
7) MrBonk's and Br4ADDERS' posts on "Hard Reset" should be added as an "Ingame AA enhancement guide" in a similar way to "Serious Sam HD": #4870 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9912033&postcount=4870), #4880 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9913103&postcount=4880)
8) "0x0000B2C1" should be added for MSAA in "World of Tanks": #4888 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9913800&postcount=4888)
9) Gast's post on downsampling using SoftTH should be added as a reference to the introductory text on page 1: #3823 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9645672&postcount=3823)
SLIKnight
2013-09-09, 16:12:04
Please disregard this post.
SLIKnight
2013-09-09, 17:41:06
What is the best way of getting 3x3 downsampling (5760x3600->1920x1200) in "Hard Reset"?
Some time ago I tried 3840x2400 with ingame FXAA, and while this looks very nice, there is still plenty of aliasing left in the image.
Anybody have any experience doing higher levels of OGSSAA/downsampling in this game?
In GTA 4 i'm using ENB for this, but no such tool exists for Hard Reset.
I'm very reluctant messing around with SoftTH, due to it's "BETA" nature and lousy SLI support in some games.
BR4DDERS
2013-09-09, 17:52:34
Excellent stuff BR4DDERS, the blurring is very acceptable with CA removed in my opinion.
How much VRAM does the game use with 8xSGSSAA at 1080P?
With all the previous discussions in mind, here is an updated version of my AA thread summary post:
1) "0x000012C1" should be added for SGSSAA in "God Mode": #4799 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9897072&postcount=4799)
2) The SGSSAA & OGSSAA flag for "Castlevania: Lords of Shadow" should be changed to "0x000012C0": #4592 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9861727&postcount=4592), #4808 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9900493&postcount=4808)
3) "Spieleinstellungen beachten" should be replaced with "Custom Bit für SGSSAA" for "The Witcher", and my AA tweak guide for Witcher 2 added as a reference: #4801 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9897790&postcount=4801), Witcher 2 AA guide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9815822&postcount=4413)
4) "0x080000C1" should be added for SGSSAA in "Outlast": Guru3D AA thread (#1340) (http://forums.guru3d.com/showpost.php?p=4650190&postcount=1340)
5) "0x080000C1" should be added for SGSSAA & OGSSAA in "Afterfall: Insanity": #4852 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9909695&postcount=4852)
6) "0x004012C1" should be added for SGSSAA in "Payday 2" (remove chromatic aberration to reduce blurriness): #4855 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9910631&postcount=4855)
I only have a 1.5GB GTX 580 and I was using all of it at 1080p on low settings. I was using 1300-1400MB at 4xSGSSAA 1080p at max settings.
SLIKnight
2013-09-09, 18:08:26
OK, guess the game would probably use a little more than 2 GB with 8xSGSSAA at 1080P.
Nice to know. ;)
MrBonk
2013-09-10, 01:09:03
Ich benutze für SGSSAA: 0x004010C1
Das macht gegenüber 0x080000C1 ein ruhigeres Bild und hat mehr Fps.
0x004010C1
http://abload.de/thumb/pkhd-0x004010c1zpqcg.jpg (http://abload.de/image.php?img=pkhd-0x004010c1zpqcg.jpg)
0x080000C1
http://abload.de/thumb/pkhd-0x080000c178l5a.jpg (http://abload.de/image.php?img=pkhd-0x080000c178l5a.jpg)
It's hard to see a difference in IQ when these JPGs are pretty compressed.
Also: It's not possible to force AA in Hard Reset right? Even though it is a DX9 game?
I have it, maybe i'll have to download and test
BR4DDERS
2013-09-10, 02:14:25
It's hard to see a difference in IQ when these JPGs are pretty compressed.
Also: It's not possible to force AA in Hard Reset right? Even though it is a DX9 game?
I have it, maybe i'll have to download and test
I tried these flags a few weeks ago trying to get SGSSA working for Hard Reset but I couldn't.
0x00000001
0x00000040
0x00000041
0x00000044
0x00000045
0x000000C0
0x000000C1
0x000000D9
0x00000145
0x00000245
0x000002C1
0x000002C4
0x00001000
0x00001005
0x00001041
0x00001045
0x000010C0
0x000010C1
0x000010C5
0x00001241
0x00001244
0x00001245
0x000012C0
0x000012C1
0x000012C4
0x000012C5
0x000012D9
0x000030C1
0x000032C1
0x00003301
0x0000D0C1
0x000100C1
0x000100C5
0x000110C1
0x000112C1
0x00020001
0x000200C1
0x000300C1
0x000810C1
0x000D02C4
0x00400045
0x00400046
0x004000C0
0x004000C1
0x00400245
0x00401045
0x004010C0
0x004010C1
0x004010C4
0x004010C5
0x00401240
0x004012C0
0x004012C1
0x004012C5
0x004030C0
0x004030C1
0x004032C0
0x004032C1
0x004100C0
0x004102C1
0x004110C1
0x00411245
0x00441241
0x004812C5
0x080000C1
0x080010C1
0x080100C5
0x20000241
0x200002C1
0x20000301
0x20001241
0x200012C1
0x200032C1
0x200100C5
0x204012C1
0x204030C0
0x204C12C1
0x28020041
0x40000000
0x80000000
0x800002C1
0x80000F72
MrBonk
2013-09-10, 03:52:44
That is a lot of flags.
Perhaps OGSSAA will work. (Such is the case with Cryostasis for example).
I'll give it a try I guess
Hübie
2013-09-10, 04:05:49
I tried these flags a few weeks ago trying to get SGSSA working for Hard Reset but I couldn't.
0x00000001
0x00000040
0x00000041
0x00000044
0x00000045
0x000000C0
0x000000C1
0x000000D9
0x00000145
0x00000245
0x000002C1
0x000002C4
0x00001000
0x00001005
0x00001041
0x00001045
0x000010C0
0x000010C1
0x000010C5
0x00001241
0x00001244
0x00001245
0x000012C0
0x000012C1
0x000012C4
0x000012C5
0x000012D9
0x000030C1
0x000032C1
0x00003301
0x0000D0C1
0x000100C1
0x000100C5
0x000110C1
0x000112C1
0x00020001
0x000200C1
0x000300C1
0x000810C1
0x000D02C4
0x00400045
0x00400046
0x004000C0
0x004000C1
0x00400245
0x00401045
0x004010C0
0x004010C1
0x004010C4
0x004010C5
0x00401240
0x004012C0
0x004012C1
0x004012C5
0x004030C0
0x004030C1
0x004032C0
0x004032C1
0x004100C0
0x004102C1
0x004110C1
0x00411245
0x00441241
0x004812C5
0x080000C1
0x080010C1
0x080100C5
0x20000241
0x200002C1
0x20000301
0x20001241
0x200012C1
0x200032C1
0x200100C5
0x204012C1
0x204030C0
0x204C12C1
0x28020041
0x40000000
0x80000000
0x800002C1
0x80000F72
I wrote an email to flying wild hog-team one year ago with the question if there is any way to get sparsed grid anti aliasing. Here´s the answer:
Hello.
We do not use MSAA in our RoadHog engine. Instead we use supersampling and FXAA - this is why the combinations you were trying won't work.
Artur Maksara
Flying Wild Hog
So it´s useless to waste more time on it. And i must mention that the given AA-solution isn´t the worst i´ve seen - look at Risen 2 - Dark Waters :freak: ;D
MrBonk
2013-09-10, 04:08:23
Well yeah they obviously don't use MSAA in their Engine. But SGSSAA works in many games and engines that either don't have MSAA or don't support it.
If we could find a flag working for OGSSAA that has good quality, that may be decent enough.
(3x3+FXAA would probably turn out ok looking maybe)
Just booting up to the title screen, it's obvious this game REALLY needs AA. I'll see if I can find a working OGSSAA flag
Man, the in game FSAA actually seems to create some aliasing in motion. Like Moire that doesn't exist with 2x2 Downsampling(equivalent of 4xFSAA)
Blade II
2013-09-10, 11:52:20
What is the best way of getting 3x3 downsampling (5760x3600->1920x1200) in "Hard Reset"?
Some time ago I tried 3840x2400 with ingame FXAA, and while this looks very nice, there is still plenty of aliasing left in the image.
OC_Burner is currently experimenting with higher clockdomains to archive downsampling resolutions beyond 3840x2160. This might help you:
Verbessertes Downsampling durch übertakten einzelner Clockdomains (höhere Refreshraten dank Titan Biosmod)
MrBonk
2013-09-10, 13:19:22
Turns out the moire in HR was there to begin with. FSAA doesn't combat it all is all.
FSAA actually DOES reduce aliasing . But not as well as it should. Perhaps due to their downsampling filter/grid setup.
But it does work well together with FXAA.
Pics uploaded in a bit. There are a lot
I could not get OGSSAA or SGSSAA to work. Shame.
But, good news is that 4xFSAA+DriverFXAA looks pretty great. And is actually pretty much your best option.
2x2 OGSSAA +4xFSAA+Driver FXAA if your system can handle it.
_________________________________________________________
Pics:
1800p No AA http://i.minus.com/iYRxkeFm38yVl.png
1800P FXAA http://i.minus.com/iHRUs6bPYIhOi.png
1800p Driver FXAA http://i.minus.com/iBiEEmutP0wfb.png (Does a better job as you can see if you look in a lot of spots)
1800p 2xFSAA(Actually seems to create Aliasing on certain things, probably just is 2xFSAA in just increasing one Axis over the other) http://i.minus.com/iTU6Ag7jWtonA.png
1800p 2xFSAA+DriverFXAA http://i.minus.com/iXpk9jnrCk8Lu.png
1800p 4xFSAA http://i.minus.com/ict6fvIXdmd0W.png
1800p 4xFSAA+DriverFXAA http://i.minus.com/ibhKrJrQ2deRE5.png
FSAA does reduce the size of pixels, but they are still aliased. Add FXAA on top of it and it looks wonderful for the most part
900p+4xFSAA+Driver FXAA http://i.minus.com/i64RsrpVV1Bfy.png
1800p+4xFSAA+Driver FXAA Downsampled to 900p http://i.minus.com/iNrm51yvQPTCb.png
4xFSAA seems to be comparable to 2x2 OGSSAA, but with better performance
900p 4xFSAA http://i.minus.com/iujNUAWkSgGXV.png
1800p down to 900p (2x2=4) http://i.minus.com/iYzyC6mQmiiYq.png
(For Giggles: Double FXAA http://i.minus.com/iDZ5STQ0FzeDE.png
Gibt es eine Möglichkeit AA für Amnesia - A Machine for Pigs zu erzwingen? Da es OpenGL ist, funktionieren weder Bits noch SMAA Injector ... :frown:
Edit: Hab mal das Treiber-FXAA probiert und wow :eek:. Glättet verdammt gut in Amnesia und blurt fast überhaupt nicht.
aufkrawall
2013-09-10, 15:28:11
Ne, Anwendung muss dann selber AA anfordern.
Thanks for your efforts on Hard Reset @ MrBonk. This one of the worst games in terms of aliasing, I've literally spent hours on trying to find something that works properly. SweetFX-SMAA doesn't seem to do any good either. I'm gonna give your 4xFSAA+FXAA approach a shot as soon as I'm home from work.
SLIKnight
2013-09-10, 16:19:10
It's hard to see a difference in IQ when these JPGs are pretty compressed.
Well, to me it seems like "0x080000C1" is slightly sharper than gast's new flag.
OC_Burner is currently experimenting with higher clockdomains to archive downsampling resolutions beyond 3840x2160. This might help you:
Verbessertes Downsampling durch übertakten einzelner Clockdomains (höhere Refreshraten dank Titan Biosmod)
Yeah, I read about that yesterday.
Sounds a little too "experimental" and risky to me.
I could not get OGSSAA or SGSSAA to work. Shame.
But, good news is that 4xFSAA+DriverFXAA looks pretty great. And is actually pretty much your best option.
2x2 OGSSAA +4xFSAA+Driver FXAA if your system can handle it.
Really nice effort, MrBonk.
But in my opinion "Hard Reset" needs downsampling and lots of it to combat the terrible specular aliasing.
Driver-FXAA plus 3x3 downsampling would most likely be the best possible solution in Hard Reset.
IMO ingame FSAA is just frames right out the window.
Maybe we could persuade Boris Vorontsov to make an ENB mod for Hard Reset, with .ini based downsampling?
Getting 3x3 downsampling in GTA 4 for example is very simple, and can be done by altering these lines of code in "enbseries.ini":
[ENGINE]
ForceAntialiasing=true
AntialiasingQuality=0
DisplayRefreshRateHz=60
DisplayWidht=1920
DisplayHeight=1200
This results in an ingame resolution of "5760x3600" being set in the menu, i.e. 3x3 downsampling at 1920x1200.
Alternatively somebody on this forum with programming experience could create a "downsampling tool" for Hard Reset?
We don't really need all the fancy graphics effects from the ENB mod series in HR, just the SSAA part of the code.
Finally I will again request, that the AA list is updated.
I doubt any more "changes" are right around the corner, and updating it with this information should be "safe":
1) "0x000012C1" should be added for SGSSAA in "God Mode": #4799 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9897072&postcount=4799)
2) The SGSSAA & OGSSAA flag for "Castlevania: Lords of Shadow" should be changed to "0x000012C0": #4592 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9861727&postcount=4592), #4808 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9900493&postcount=4808)
3) "Spieleinstellungen beachten" should be replaced with "Custom Bit für SGSSAA" for "The Witcher", and my AA tweak guide for Witcher 2 added as a reference: #4801 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9897790&postcount=4801), Witcher 2 AA guide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9815822&postcount=4413)
4) "0x080000C1" should be added for SGSSAA in "Outlast": Guru3D AA thread (#1340) (http://forums.guru3d.com/showpost.php?p=4650190&postcount=1340)
5) "0x080000C1" should be added for SGSSAA & OGSSAA in "Afterfall: Insanity": #4852 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9909695&postcount=4852)
6) "0x004012C1" should be added for SGSSAA in "Payday 2" (remove chromatic aberration to reduce blurriness): #4855 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9910631&postcount=4855)
7) MrBonk's and Br4ADDERS' posts on "Hard Reset" should be added as an "Ingame AA enhancement guide" in a similar way to "Serious Sam HD": #4870 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9912033&postcount=4870), #4880 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9913103&postcount=4880)
8) "0x0000B2C1" should be added for MSAA in "World of Tanks": #4888 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9913800&postcount=4888)
9) Gast's post on downsampling using SoftTH should be added as a reference to the introductory text on page 1: #3823 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9645672&postcount=3823)
MrBonk
2013-09-10, 16:46:51
Driver-FXAA plus 3x3 downsampling would most likely be the best possible solution in Hard Reset.
IMO ingame FSAA is just frames right out the window.
Well, in my tests I got a better framerate with FSAA4x+FXAA than 2x2 Downsampling+FXAA(Look at the frame counter in my screens)
And by itself, 4xFSAA+Driver FXAA is certainly pretty good from what I can see in the menu and in the benchmark.
If you COULD get Boris to make an ENB for the game. That would be great too. If only the game's console commands weren't locked either, we could probably just force whatever internal resolution we want from there if they weren't.(ALA Crysis) Then it'd be no problem to get 3x3 probably.
If we could get the developers to somehow unlock those variables if they exist then that'd be another option as well.
Match-Maker
2013-09-10, 16:58:23
Alternatively somebody on this forum with programming experience could create a "downsampling tool" for Hard Reset?
We don't really need all the fancy graphics effects from the ENB mod series in HR, just the SSAA part of the code.
This is just a spontanious idea of myself, but why don't you just use a combination of driver-based downsampling and SoftTH?
For example: Your native resolution is 1920x1080. Then you configure SoftTH to 7680x4320 @ 3840x2160. This would mean that the game renders in 7680x4320, which will be downsampled to 3840x2160 by SoftTH and then later downsampled to 1920x1080 by your monitor. So at the end you would have 16xOGSSAA.
Has anybody ever tried something like this? Maybe it works... :uponder:
MrBonk
2013-09-10, 17:08:09
Sounds nice in theory. If you set your desktop resolution to 4k and then try it maybe it'd work.
I think it's a bit beyond what my setup can do though. I was maxing out my VRAM with 4xFSAA @3200x1800 (Which would end up being 6400x3600 I think) and that already gave me only about 20FPS.
Perhaps I could at least try. Though i'd have to redownload the game. Just deleted it haha..
Great job, MrBonk. Just tried your HR approach and it actually looks quite good – still not great due to the remaining specular aliasing that could only be fought by SGSSAA, but the game is finally playable for me at least.
SLIKnight
2013-09-10, 20:35:31
This is just a spontanious idea of myself, but why don't you just use a combination of driver-based downsampling and SoftTH?
For example: Your native resolution is 1920x1080. Then you configure SoftTH to 7680x4320 @ 3840x2160. This would mean that the game renders in 7680x4320, which will be downsampled to 3840x2160 by SoftTH and then later downsampled to 1920x1080 by your monitor. So at the end you would have 16xOGSSAA.
Has anybody ever tried something like this? Maybe it works.. :uponder:
I'm really not a big fan of SoftTH.
It has some serious bugs in certain games, and there are well known problems with SLI scaling in many games with SoftTH.
A separate ENB type tool specially optimized for Hard Reset would be a better solution IMO.
Suppose MrBonk's solution with 2x2 downsampling+4xFSAA+driver FXAA will have to do for now :smile:
BR4DDERS
2013-09-10, 23:12:26
This is just a spontanious idea of myself, but why don't you just use a combination of driver-based downsampling and SoftTH?
For example: Your native resolution is 1920x1080. Then you configure SoftTH to 7680x4320 @ 3840x2160. This would mean that the game renders in 7680x4320, which will be downsampled to 3840x2160 by SoftTH and then later downsampled to 1920x1080 by your monitor. So at the end you would have 16xOGSSAA.
Has anybody ever tried something like this? Maybe it works.. :uponder:
I have just tested it and it works.
This image is downsampled to 3840x2160 @ 1920x1080 using Nvidia's control panel.
http://img29.imageshack.us/img29/7802/1jrj.th.jpg (http://img29.imageshack.us/img29/7802/1jrj.jpg)
This one is at 3840x2160 @ 1920x1080 using the Nvidia control panel but configured in SoftTH to run at 7680x4320 @ 3840x2160.
http://img29.imageshack.us/img29/9938/qpdb.th.jpg (http://img29.imageshack.us/img29/9938/qpdb.jpg)
I configuring SoftTH to run at 7680x4320 @ 1920x1080 as well so i didn't need to downsample in the Nvidia control panel. I got higher fps that way but with slightly worse AA.
http://img689.imageshack.us/img689/35/oaec.th.jpg (http://img689.imageshack.us/img689/35/oaec.jpg)
I was only getting 10fps at 7680x4320 and had ran out of VRAM by the way.
SLIKnight
2013-09-11, 00:13:04
And no unusual behaviour when using SoftTH?
I remember getting a black screen at startup when using it in "Sniper: Ghost Warrior" about a year ago.
Could you share your SoftTH settings for Hard Reset please.
BR4DDERS
2013-09-11, 02:29:19
And no unusual behaviour when using SoftTH?
I remember getting a black screen at startup when using it in "Sniper: Ghost Warrior" about a year ago.
Could you share your SoftTH settings for Hard Reset please.
This is how I had without using the Nvidia control panel to downsample.
[main]
renderResolution=7680x4320
nonlocalFormat=RGB16D
keepComposition=0
smoothing=1
debugD3D=0
zClear=1
vsync=0
tripleBuffer=0
screenshotFormat=jpg
dllPathD3D9=auto
dllPathDXGI=auto
dllPathD3D11=auto
[overrides]
forceResolution=0
antialiasing=0
processAffinity=0
FOVForceHorizontal=0
FOVForceVertical=0
[debug]
compatibleIB=0
compatibleTex=0
compatibleVB=0
enableVBQuirk=0
[head_primary]
sourceRect=0,0,7680,4320
screenMode=1920x1080
This is when downsampling 3840x2160 @ 1920x1080 in the control panel.
[main]
renderResolution=7680x4320
nonlocalFormat=RGB16D
keepComposition=0
smoothing=1
debugD3D=0
zClear=1
vsync=0
tripleBuffer=0
screenshotFormat=jpg
dllPathD3D9=auto
dllPathDXGI=auto
dllPathD3D11=auto
[overrides]
forceResolution=0
antialiasing=0
processAffinity=0
FOVForceHorizontal=0
FOVForceVertical=0
[debug]
compatibleIB=0
compatibleTex=0
compatibleVB=0
enableVBQuirk=0
[head_primary]
sourceRect=0,0,7680,4320
screenMode=3840x2160
The only problem I noticed was the menu screen and your objectives on the HUD was smaller, I had to use the keyboard some times in the menu as well.
I tried it with Outlast as well but this pops up with:
http://img69.imageshack.us/img69/9011/9pt0.jpg
MrBonk
2013-09-11, 04:11:44
The only problem I noticed was the menu screen and your objectives on the HUD was smaller,
Yes, this game's HUD and whatnot scale by resolution.
I'd imagine you'd need some hefty power to run that game with a decent framerate with 3x3 at 1080p or 1200p.
Good that it works though
SLIKnight
2013-09-11, 13:09:25
This is how I had without using the Nvidia control panel to downsample.
smoothing=1
Thanks a lot.
I will probably try something like 5760x3600 later.
Are you using ingame FXAA or FSAA with SoftTH in your examples?
What exactly does the "smoothing=1" command line do?
wrdaniel
2013-09-11, 13:46:30
Hat jemand mittlerweile in "King Arthur - The Roleplaying Wargame" Kantenglättung hinbekommen, am besten SGSSAA? Auch mit Downlampling habe ich keinen Erfolg, da ich die Auflösung im Spiel nicht wählen kann.
CrimsoN
2013-09-11, 15:34:42
Möchte auf Bildfehler aufmerksam machen in dark messiah of might and magic zusammen dem Hybrid-Mod mit normalen SGSSAA gibt es da keine Fehler.
Der Fehler kommt nur wenn Magisches Waffen nutzt.
Habe 32xS+8xTrSSAA + AO-HQ ! AA-bits : 0x000000C0
Normale Waffe:
http://abload.de/img/mm_2013_09_11_15_29_57trqd.png (http://abload.de/image.php?img=mm_2013_09_11_15_29_57trqd.png)
Magische Waffen:
http://abload.de/img/mm_2013_09_11_15_29_4rbos5.png (http://abload.de/image.php?img=mm_2013_09_11_15_29_4rbos5.png)
BR4DDERS
2013-09-11, 15:59:36
Are you using ingame FXAA or FSAA with SoftTH in your examples?
No, Ingame AA was disabled, so was FXAA in the control panel.
What exactly does the "smoothing=1" command line do?
I have no idea I am afraid, I only heard about the program when you mentioned It on Monday.
According to the readme though it smooths out your fps:
smoothing: If set to 1, smooths the framerate by disallowing excess
render-ahead. Setting of 0 can give higher overall FPS but can result
in FPS "spiking" resulting in stuttering gameplay.
Catnips
2013-09-11, 16:23:07
World of Tanks - AA bits: 0x0000B2C1 - MSAA
World of Tanks - AA bits: 0x000012C1 - SGSSAA (Still working)
AA Fix enabled required
No AA: http://abload.de/thumb/noaatrs25.png (http://abload.de/image.php?img=noaatrs25.png) 4xMSAA: http://abload.de/thumb/4xmsaagxsth.png (http://abload.de/image.php?img=4xmsaagxsth.png) 4xSGSSAA: http://abload.de/thumb/4xsgssaa67sxb.png (http://abload.de/image.php?img=4xsgssaa67sxb.png)
CrimsoN
2013-09-11, 16:38:54
World of Tanks - AA bits: 0x0000B2C1 - MSAA
World of Tanks - AA bits: 0x000012C1 - SGSSAA (Still working)
AA Fix enabled required
No AA: http://abload.de/thumb/noaatrs25.png (http://abload.de/image.php?img=noaatrs25.png) 4xMSAA: http://abload.de/thumb/4xmsaagxsth.png (http://abload.de/image.php?img=4xmsaagxsth.png) 4xSGSSAA: http://abload.de/thumb/4xsgssaa67sxb.png (http://abload.de/image.php?img=4xsgssaa67sxb.png)
And online Play ?
Gibt es da diese weißen streifen noch ?!
SLIKnight
2013-09-11, 21:41:45
Anybody tried the console commands in "Hard Reset"?
Here is a list of commands available in the demo version:
http://forums.steampowered.com/forums/showpost.php?p=24954688&postcount=1
A few of these strike me as being particular relevant for SSAA:
r_max_game_vp_width - Max width of game viewport
r_max_game_vp_height - Max height of game viewport
r_fullscreen_width - Width of fullscreen screen viewport
r_fullscreen_height - Height of fullscreen screen viewport
Unfortunately the console commands are locked ingame, but maybe there is some other way of implementing these commands? (configuration file tweaks, launch parameters etc.)
MrBonk
2013-09-11, 22:41:10
No, Ingame AA was disabled, so was FXAA in the control panel.
Which means quality could potentially be much higher when you combine SoftTH with driver FXAA.
Also: What's going on with those Dark Messiah of Might and Magic shots? AA Issue??
SLIKnight
2013-09-11, 23:45:33
I kinda doubt driver-FXAA is going to make much difference with 4x4 downsampling, which he is using in those shots.
Also, I noticed from your comparison screenshots of Hard Reset, that driver FXAA tends to blur more than its ingame counterpart.
Something like 3x3 downsampling plus ingame FXAA would most likely give close to perfect AA quality, without any blurring at all.
SLIKnight
2013-09-11, 23:47:46
Please disregard this post.
MrBonk
2013-09-12, 02:33:44
I kinda doubt driver-FXAA is going to make much difference with 4x4 downsampling, which he is using in those shots.
Also, I noticed from your comparison screenshots of Hard Reset, that driver FXAA tends to blur more than its ingame counterpart.
Something like 3x3 downsampling plus ingame FXAA would most likely give close to perfect AA quality, without any blurring at all.
It would probably make enough of a difference I suppose.
It does blur slightly more, but once it's downsampled it's basically impossible to tell at all.
And the bluring is worth it since it AA's better than the in game FXAA IMO. (Well that, and when using in game FSAA you can't use in game FXAA at the same time either. Which is oddly an option they probably SHOULD have put into the game much like 4A and Metro Last Light)
SLIKnight
2013-09-12, 16:17:23
This is how I had without using the Nvidia control panel to downsample.
[main]
renderResolution=7680x4320
nonlocalFormat=RGB16D
keepComposition=0
smoothing=1
debugD3D=0
zClear=1
vsync=0
tripleBuffer=0
screenshotFormat=jpg
dllPathD3D9=auto
dllPathDXGI=auto
dllPathD3D11=auto
[overrides]
forceResolution=0
antialiasing=0
processAffinity=0
FOVForceHorizontal=0
FOVForceVertical=0
[debug]
compatibleIB=0
compatibleTex=0
compatibleVB=0
enableVBQuirk=0
[head_primary]
sourceRect=0,0,7680,4320
screenMode=1920x1080
I can now confirm, that downsampling with SoftTH works very well in Hard Reset.
But you actually only need these lines of code to get 3x3 DS at 1200P:
config.SoftTHconfig:
[main]
renderResolution=5760x3600
vsync=0
tripleBuffer=0
[head_primary]
sourceRect=0,0,5760,3600
screenMode=1920x1200
There is no need to force VSync or Triple Buffering through SoftTH, since I already have them both enabled ingame.
Hard Reset really looks beautiful now, with 5760x3600@1920x1200@60Hz and ingame FXAA.
I think gast's post on DS using SoftTH should be added to the introductory text of the AA list: #3823 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9645672&postcount=3823)
Yes, this game's HUD and whatnot scale by resolution.
Actually it's not only the size of the menu elements, that are affected when downsampling with SoftTH in HR.
The menu seems scrambled somehow, and I really recommend setting ALL your final settings BEFORE enabling SoftTH in this game.
And as BR4DDERS already said, you can ONLY use the keyboard in the menu when running at the SoftTH downsampled resolution.
Luckily this problem doesn't affect the ingame experience in any way :)
MrBonk
2013-09-12, 19:59:34
What about the controller in the menu with that setting?
I may have to redownload and give this a shot for myself
SLIKnight
2013-09-12, 20:14:05
I don't own any type of gamepad or controller, only a CH Fighterstick joystick for flight simulators and BF3.
You can move the cursor in Hard Reset with SoftTH downsampling enabled, but clicking on anything in the menu does nothing.
Not in big deal IMO. ;)
Catnips
2013-09-12, 20:32:42
This works with online play.
SLIKnight
2013-09-13, 01:38:53
I have again been collecting relevant information from the last few pages of this thread.
These are the highlights, which need to be added to the AA list:
1) "0x000012C1" should be added for SGSSAA in "God Mode": #4799 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9897072&postcount=4799)
2) The SGSSAA & OGSSAA flag for "Castlevania: Lords of Shadow" should be changed to "0x000012C0": #4592 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9861727&postcount=4592), #4808 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9900493&postcount=4808)
3) "Spieleinstellungen beachten" should be replaced with "Custom Bit für SGSSAA" for "The Witcher", and my AA tweak guide for Witcher 2 added as a reference: #4801 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9897790&postcount=4801), Witcher 2 AA guide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9815822&postcount=4413)
4) "0x080000C1" should be added for SGSSAA in "Outlast": Guru3D AA thread (#1340) (http://forums.guru3d.com/showpost.php?p=4650190&postcount=1340)
5) "0x080000C1" should be added for SGSSAA & OGSSAA in "Afterfall: Insanity": #4852 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9909695&postcount=4852)
6) "0x004012C1" should be added for SGSSAA in "Payday 2" (remove chromatic aberration to reduce blurriness): #4855 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9910631&postcount=4855)
7) MrBonk's and Br4ADDERS' posts on "Hard Reset" should be added as an "Ingame AA enhancement guide" in a similar way to "Serious Sam HD": #4870 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9912033&postcount=4870), #4880 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9913103&postcount=4880)
8) "0x0000B2C1" should be added for MSAA in "World of Tanks": #4888 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9913800&postcount=4888)
9) Gast's post on downsampling using SoftTH should be added as a reference to the introductory text on page 1: #3823 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9645672&postcount=3823)
BR4DDERS
2013-09-13, 02:41:28
What about the controller in the menu with that setting?
I may have to redownload and give this a shot for myself
I have a 360 controller and it works with it.
BR4DDERS
2013-09-13, 06:55:15
Aarklash: Legacy - 0x000012C1 - SGSSAA
No AA 83fps:
http://img849.imageshack.us/img849/3063/9qu3.th.jpg (http://img849.imageshack.us/img849/3063/9qu3.jpg)
4xSGSSAA 30fps:
http://img27.imageshack.us/img27/8741/58ug.th.jpg (http://img27.imageshack.us/img27/8741/58ug.jpg)
8xSGSSAA 15fps:
http://img841.imageshack.us/img841/7121/78p8.th.jpg (http://img841.imageshack.us/img841/7121/78p8.jpg)
Edit:
You can slightly improve the AA (most noticeably on the books) and fps if you disable the sharpness filter.
No AA - No Sharpness:
http://img28.imageshack.us/img28/6604/zt1j.th.jpg (http://img28.imageshack.us/img28/6604/zt1j.jpg)
No AA - Sharpness:
http://img17.imageshack.us/img17/3238/zd9o.th.jpg (http://img17.imageshack.us/img17/3238/zd9o.jpg)
4x SGSSAA - No Sharpness:
http://img196.imageshack.us/img196/1117/9cy0.th.jpg (http://img196.imageshack.us/img196/1117/9cy0.jpg)
4x SGSSAA - Sharpness:
http://img835.imageshack.us/img835/57/uozm.th.jpg (http://img835.imageshack.us/img835/57/uozm.jpg)
8x SGSSAA - No Sharpness:
http://img11.imageshack.us/img11/8122/kwpb.th.jpg (http://img11.imageshack.us/img11/8122/kwpb.jpg)
8x SGSSAA - Sharpness:
http://img707.imageshack.us/img707/7236/wtoj.th.jpg (http://img707.imageshack.us/img707/7236/wtoj.jpg)
MrBonk
2013-09-13, 10:56:51
Shame there is so much of a frame drop for SGSSAA in that game. Quite needs it.
Hübie
2013-09-13, 11:42:47
Burnout Paradise (mit verwendeten NfS HP (2010) Bits - ich dachte mir, probierste mal, da Criterion ja den Burnout-Code als Basis verwendet hat ;)).
Was ich allerdings noch nicht getestet habe - und das müsste ja auch gehen -> Enhance the application settings.
Ingame - ohne AA-Bit:
No-AA/16xAF:
http://www.abload.de/thumb/burnoutparadise-1xaamaon1y.png (http://www.abload.de/image.php?img=burnoutparadise-1xaamaon1y.png)
Ingame - ohne AA-Bit:
8xAA/16xAF:
http://www.abload.de/thumb/burnoutparadise-8xaama5az4.png (http://www.abload.de/image.php?img=burnoutparadise-8xaama5az4.png)
HP (2010) - MSAA/CSAA Bit:
0x00409CC5
Custom-Bit
32x CSAA/16xAF:
http://www.abload.de/thumb/burnoutparadise0x004092z5t.png (http://www.abload.de/image.php?img=burnoutparadise0x004092z5t.png)
HP (2010) - SGSSAA Bit:
0x004010C5
Custom-Bit
8xMSAA+8xSGSSAA/16xAF:
http://www.abload.de/thumb/burnoutparadise0x00401ix9c.png (http://www.abload.de/image.php?img=burnoutparadise0x00401ix9c.png)
Hier als Vergleich in einer Gallerie:
http://www.abload.de/gallery.php?key=mBRCuZMl
http://www.abload.de/thumb/burnoutparadise-1xaamaqmdg.png (http://www.abload.de/image.php?img=burnoutparadise-1xaamaqmdg.png) http://www.abload.de/thumb/burnoutparadise-8xaamaamud.png (http://www.abload.de/image.php?img=burnoutparadise-8xaamaamud.png) http://www.abload.de/thumb/burnoutparadise0x00409pmp2.png (http://www.abload.de/image.php?img=burnoutparadise0x00409pmp2.png) http://www.abload.de/thumb/burnoutparadise0x00401amxl.png (http://www.abload.de/image.php?img=burnoutparadise0x00401amxl.png)
MfG
Edge
Bin ich doof oder wie?
Ich probiere nun eine halbe Stunde hin und her. Immer habe ich 8-13 fps. Egal welches Bits ich einstelle. Treiber ist der 326.80. Selbst mit 0x00409CC5 und 32xCSAA ist die Performance unterirdisch. 0x000012C1 mit 8xMSAA zu SGSSAA erweitert geht auch nicht. Egal ob override oder enhance. Enhance greift gar nicht. Habe auch schon etliche andere Bits probiert. Kann mir einer helfen und sagen was ich falsch mache?
Vielleicht SSAO oder SLi mal deaktivieren...?! ;(
Edit: Okay SLi deaktiviert ->60 fps! :eek: So eine kacke. Gibt es da andere SLi-Bits? Im Thread steht nüx.
Höhnangst
2013-09-13, 13:31:08
Wie würdet ihr am besten alle Einstellungen auf Standard zurücksetzen? Direkt mit dem NV Inspector? Oder würde es z.B. auch gehen, wenn ich einen neuen NV Treiber installiere, dass ich dort die Option einer "kompletten Neuinstallation" wähle? Dann löscht er doch auch alle angepassten Einstellungen und setzt es zurück, oder? Wenn ich den Treiber normal deinstalliere und dann eine neuere Version, dann bleiben doch die Einstellungen erhalten, oder?
Hübie
2013-09-13, 13:51:16
Korrekt. Hast du ein spezifisches Problem? Vielleicht können wir helfen?
aufkrawall
2013-09-13, 18:14:51
Edit: Okay SLi deaktiviert ->60 fps! :eek: So eine kacke. Gibt es da andere SLi-Bits? Im Thread steht nüx.
Aktivier mal zusätzlich Bit #20 (bei SLI-Bits).
Bei mir crasht die Demo leider einfach und kann es deshalb nicht testen.
Burnout Paradise - AA bits: 0x000012C0 - SGSSAA, OGSSAA
8x SGSSAA (in-game) vs 8x SGSSAA (12C0) vs 9xOGSSAA (12C0)
http://abload.de/thumb/burnoutparadise0x00008fpwu.png (http://abload.de/image.php?img=burnoutparadise0x00008fpwu.png) http://abload.de/thumb/burnoutparadise0x0000sdqzr.png (http://abload.de/image.php?img=burnoutparadise0x0000sdqzr.png) http://abload.de/thumb/burnoutparadise0x0000hxqss.png (http://abload.de/image.php?img=burnoutparadise0x0000hxqss.png) http://abload.de/thumb/burnoutparadiseprofil6yqhk.png (http://abload.de/image.php?img=burnoutparadiseprofil6yqhk.png)
SLIKnight
2013-09-14, 00:06:21
Aarklash: Legacy - 0x000012C1 - SGSSAA
No AA 83fps:
http://img849.imageshack.us/img849/3063/9qu3.th.jpg (http://img849.imageshack.us/img849/3063/9qu3.jpg)
8xSGSSAA 15fps:
http://img841.imageshack.us/img841/7121/78p8.th.jpg (http://img841.imageshack.us/img841/7121/78p8.jpg)
Edit:
You can slightly improve the AA (most noticeably on the books) and fps if you disable the sharpness filter.
8x SGSSAA - Sharpness:
http://img707.imageshack.us/img707/7236/wtoj.th.jpg (http://img707.imageshack.us/img707/7236/wtoj.jpg)
Judging from those screens, SGSSAA is kinda blurry even with the sharpness filter, so disabling it might not be a good idea.
Otherwise nice work :smile:
BR4DDERS
2013-09-14, 01:19:57
Judging from those screens, SGSSAA is kinda blurry even with the sharpness filter, so disabling it might not be a good idea.
Otherwise nice work :smile:
It's definitely blurrier with it disabled but I prefer that to the extra aliasing the the sharpness filter introduces.
8x SGSSAA - No Sharpening:
http://img607.imageshack.us/img607/3216/mhzd.th.jpg (http://img607.imageshack.us/img607/3216/mhzd.jpg)
8x SGSSAA - Sharpening:
http://img7.imageshack.us/img7/8517/lppp.th.jpg (http://img7.imageshack.us/img7/8517/lppp.jpg)
You will be able to reduce the sharpening in the "Sharpening.xml" but I am happy with it disabled.
I just wish I could play the game using 8x SGSSAA with my GPU. ;(
SLIKnight
2013-09-14, 01:32:16
The sharpening does tend to damage AA quality in those shots, I completely agree with that.
In general I think any type of post-sharpening with SGSSAA is a very slippery slope :)
Typically it introduces a lot more disadvantages compared to any potential benefits IMO.
Hübie
2013-09-14, 02:40:07
Burnout Paradise - AA bits: 0x000012C0 - SGSSAA, OGSSAA
8x SGSSAA (in-game) vs 8x SGSSAA (12C0) vs 9xOGSSAA (12C0)
http://abload.de/thumb/burnoutparadise0x00008fpwu.png (http://abload.de/image.php?img=burnoutparadise0x00008fpwu.png) http://abload.de/thumb/burnoutparadise0x0000sdqzr.png (http://abload.de/image.php?img=burnoutparadise0x0000sdqzr.png) http://abload.de/thumb/burnoutparadise0x0000hxqss.png (http://abload.de/image.php?img=burnoutparadise0x0000hxqss.png) http://abload.de/thumb/burnoutparadiseprofil6yqhk.png (http://abload.de/image.php?img=burnoutparadiseprofil6yqhk.png)
Geil. Danke. :up: Funktioniert einwandfrei. Woher wisst ihr sowas nur immer? :D
@aufkrawall: Kannst du dass dann mal bitte in der Liste aktualisieren? :smile:
MrBonk
2013-09-14, 04:27:29
It's definitely blurrier with it disabled but I prefer that to the extra aliasing the the sharpness filter introduces.
8x SGSSAA - No Sharpening:
http://img607.imageshack.us/img607/3216/mhzd.th.jpg (http://img607.imageshack.us/img607/3216/mhzd.jpg)
8x SGSSAA - Sharpening:
http://img7.imageshack.us/img7/8517/lppp.th.jpg (http://img7.imageshack.us/img7/8517/lppp.jpg)
You will be able to reduce the sharpening in the "Sharpening.xml" but I am happy with it disabled.
I just wish I could play the game using 8x SGSSAA with my GPU. ;(
Oh my god, that sharpening is HORRIBLE.
Why do developers use crap like this instead of making REAL high quality textures?? :confused::frown:
Why would you make a game with no AA and then include a sharpening filter??
The Witcher 3 is probably going to suck HARD in this regard. From what i've seen the textures are harmed by WAY too much sharpening
In the game above, you could probably do some minor SweetFX sharpening and get less horrible results.
Burnout Paradise - AA bits: 0x000012C0 - SGSSAA, OGSSAA
8x SGSSAA (in-game) vs 8x SGSSAA (12C0) vs 9xOGSSAA (12C0)
http://abload.de/thumb/burnoutparadise0x00008fpwu.png (http://abload.de/image.php?img=burnoutparadise0x00008fpwu.png) http://abload.de/thumb/burnoutparadise0x0000sdqzr.png (http://abload.de/image.php?img=burnoutparadise0x0000sdqzr.png) http://abload.de/thumb/burnoutparadise0x0000hxqss.png (http://abload.de/image.php?img=burnoutparadise0x0000hxqss.png) http://abload.de/thumb/burnoutparadiseprofil6yqhk.png (http://abload.de/image.php?img=burnoutparadiseprofil6yqhk.png)
Did you try using Shader Supersampling to see if it cleared up the low resolution Depth of Field going on there?
With your current bit it would 0x000032C0
aufkrawall
2013-09-14, 09:47:53
Geil. Danke. :up: Funktioniert einwandfrei. Woher wisst ihr sowas nur immer? :D
@aufkrawall: Kannst du dass dann mal bitte in der Liste aktualisieren? :smile:
Hm, wie jetzt?
12C1 geht nicht, 12C0 schon? Wär sehr seltsam.
Natürlich änder ich es aber in der Liste, wenn 0 ausreicht.
that blur around the power lines is SSAO. it costs more than 80 % performance.
32xSSAA
http://abload.de/thumb/burnoutparadise32xssapouvj.png (http://abload.de/image.php?img=burnoutparadise32xssapouvj.png) http://abload.de/thumb/burnoutparadise32xssajrum7.png (http://abload.de/image.php?img=burnoutparadise32xssajrum7.png)
Blade II
2013-09-14, 10:16:25
Hm, wie jetzt?
12C1 geht nicht, 12C0 schon? Wär sehr seltsam.
Natürlich änder ich es aber in der Liste, wenn 0 ausreicht.
Vor einigen Monaten funktionierte 12C1 noch problemlos, griff aber erst ab 8x SGSSAA richtig gut:
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9706580&postcount=3985
@Gast:
How good is the anti aliasing with 4x SGSSAA or lower? I used 12C1 a few month ago and noticed that just 8x SGSSAA worked really well.
aufkrawall
2013-09-14, 10:33:25
12C0 sollte nie besser als 1 sein.
Wars vielleicht die AO, die es bei 4x versaut hat?
Die sieht ja furchtbar auf den Screens aus.
aufkrawall
2013-09-14, 19:40:34
*updated*
7) MrBonk's and Br4ADDERS' posts on "Hard Reset" should be added as an "Ingame AA enhancement guide" in a similar way to "Serious Sam HD": #4870 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9912033&postcount=4870), #4880 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9913103&postcount=4880)
Let's not let this thread explode.
The difference compared to SS HD is that you still can't make any use of driver's AA features, so it's a little OT.
9) Gast's post on downsampling using SoftTH should be added as a reference to the introductory text on page 1: #3823 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9645672&postcount=3823)
The same goes for this one, it's rather related to the DS thread or a separate new one.
Thanks anyway, of course.
Btw: Thanks to Blade II, the table heads now look somewhat better. :)
SLIKnight
2013-09-15, 03:24:59
OK, I was just trying to help though :redface:
But I guess you are right, those posts fall more in the category of "downsampling" methods.
What about the SGSSAA flag for Payday 2:
6) "0x004012C1" should be added for SGSSAA in "Payday 2" (remove chromatic aberration to reduce blurriness): #4855 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9910631&postcount=4855)
Any particular reason you didn't add this to the list?
There is some blurring, but with chromatic aberration disabled it's not too bad IMO.
And yes, the table headers look very cool now, big kudos to Blade II ;)
Edit: Sorry, I just noticed that you did add "Payday 2". Didn't see it at first, because "Payday 2" and "Pinball FX2" are not in alphabetical order.
MrBonk
2013-09-15, 04:51:16
I think linking to the SoftTH info in my post is still worth while because people may not think to try any of these methods with the game to AA it.
It doesn't have to be listed in the Bits section. Maybe it could be listed in the upper sections or it's own section of "Games which AA cannot be forced: Alternative methods" and then link to posts detailing what works with a specific game
Just some thoughts.
Also: SSAO is that blurred stuff? DAFUQ???
What kind of SSAO adds shadows to powerlines...in the sky
Was it off in your other shots?
MrBonk
2013-09-15, 09:01:01
I'm having a problem with SoftTH and Hard Reset.
I'm running 3x3 my resolution (4800x2700 from 1600x900)
With in game FXAA. But the final scaled image is as if FXAA isn't applied at all. It's bizarre here's my SoftTH config
[main]
renderResolution=4800x2700
nonlocalFormat=RGB16D
keepComposition=0
smoothing=1
debugD3D=0
zClear=1
vsync=0
tripleBuffer=0
screenshotFormat=PNG
dllPathD3D9=auto
dllPathDXGI=auto
dllPathD3D11=auto
[overrides]
forceResolution=0
antialiasing=0
processAffinity=0
FOVForceHorizontal=0
FOVForceVertical=0
[debug]
compatibleIB=0
compatibleTex=0
compatibleVB=0
enableVBQuirk=0
[head_primary]
sourceRect=0,0,4800,2700
screenMode=1600x900
Here's what SoftTH is spitting out at that resolution (Screenshot converted to JPG to save space 100% quality though) http://i.minus.com/i7JTu8ECq1GTI.jpg
And here's what it looks like when it's been spit out at my resolution (Fraps can grab accurately what it looks like on my screen) http://i.minus.com/ik1oZnHOlRXYL.png
SLIKnight
2013-09-15, 13:13:56
First of all, you can delete all lines of code in your SoftTH configuration file, except these:
config.SoftTHconfig:
[main]
renderResolution=4800x2700
vsync=0
tripleBuffer=0
[head_primary]
sourceRect=0,0,4700,2700
screenMode=1600x900
The "downsampling" itself works fine with SoftTH for me, not sure about ingame FXAA though.
MrBonk
2013-09-15, 23:01:53
I'll give it a try
SLIKnight
2013-09-16, 14:45:29
I'm having trouble getting the EVGA Precision X OSD to show up in "Hard Reset" when using SoftTH.
Is this normal?
4Fighting
2013-09-16, 14:49:15
I'm having trouble getting the EVGA Precision X OSD to show up in "Hard Reset" when using SoftTH.
Is this normal?
yeah not working here either.
SLIKnight
2013-09-16, 14:50:38
OK, is this true for all games when SoftTH is used?
Haven't really used SoftTH much so far.
aufkrawall
2013-09-16, 15:01:24
Try enabling custom D3D support in RivaTuner OSD.
4Fighting
2013-09-16, 15:02:47
Try enabling custom D3D support in RivaTuner OSD.
does not help much...
Tested bulletstorm and there again: no osd otherwise d3d9.dll crash :)
g19 osd still works btw :smile:
SLIKnight
2013-09-16, 15:22:23
Bulletstorm with SoftTH or just SGSSAA forced? Steam version?
So this is a problem with the "d3d9.dll" of SoftTH?
4Fighting
2013-09-16, 15:47:58
Bulletstorm with SoftTH or just SGSSAA forced? Steam version?
So this is a problem with the "d3d9.dll" of SoftTH?
Steamversion..no AA forced. Just tested it straight to the main menu
The d3d9.dll which has to be copied into the main game folder is basically the SoftTH application.
So if this crashes, then it's softth related
Tested Wolfenstein and there the OSD worked flawlessly. But softth with an SLI setup is a real pain. Prepare yourself for most of the time not able to use 2 gpus.
SLIKnight
2013-09-16, 16:03:41
Luckily I didn't get around to trying the "custom D3D support" in Rivatuner, so no crashing for me in "Hard Reset", simply no OSD ;)
The reason I mention Steam is because some Steam or Origin games are known to have problems with SoftTH, with retail versions unaffected.
Furthermore some people complain about crashing in Skyrim with the ENB mod and EVGA precision X OSD:
http://www.evga.com/forums/tm.aspx?m=1640737&mpage=1
This leads me to believe, that the problem is not only SoftTH related.
4Fighting
2013-09-16, 16:09:42
Luckily I didn't get around to trying the "custom D3D support" in Rivatuner, so no crashing for me in "Hard Reset", simply no OSD ;)
The reason I mention Steam is because some Steam or Origin games are known to have problems with SoftTH, with retail versions unaffected.
Furthermore some people complain about crashing in Skyrim with the ENB mod and EVGA precision X OSD:
http://www.evga.com/forums/tm.aspx?m=1640737&mpage=1
This leads me to believe, that the problem is not only SoftTH related.
There are certain incompabilities with Riva Tuner OSD and custom d3d9.dll libraries. This also affects ENB and SweetFx.
Sometimes it can be fixed with the custom d3d9 option in the Riva Tuner menu.
E.g. Wolfenstein (steam) works right out of the box with SoftTH and Riva Tuner OSD
http://abload.de/thumb/wolf2_2013_09_16_16_04jses.jpg (http://abload.de/image.php?img=wolf2_2013_09_16_16_04jses.jpg)
But as you can see SoftTH broke SLI:freak:
SLIKnight
2013-09-16, 16:14:49
But softth with an SLI setup is a real pain. Prepare yourself for most of the time not able to use 2 gpus.
I am well aware of this. :frown:
The only game I am using SoftTH in is "Hard Reset", and I intend on keeping it that way.
With SGSSAA bits, the ENB mod in GTA 4, ingame or config SSAA settings etc., SoftTH is really only needed in games with very lousy AA support.
Could I persuade you to test, if SLI scaling is optimal in "Hard Reset" with SoftTH?
Maybe you could use your G19 display to do this.
Would do it myself, but unfortunately no OSD :rolleyes:
4Fighting
2013-09-16, 16:28:48
I am well aware of this. :frown:
The only game I am using SoftTH in is "Hard Reset", and I intend on keeping it that way.
With SGSSAA bits, the ENB mod in GTA 4, ingame or config SSAA settings etc., SoftTH is really only needed in games with very lousy AA support.
Could I persuade you to test, if SLI scaling is optimal in "Hard Reset" with SoftTH?
Maybe you could use your G19 display to do this.
Would do it myself, but unfortunately no OSD :rolleyes:
Hard Reset scales quite well with SoftTH: 90-99% on each GPU.
While renaming an exe to AFR-FriendlyD3D.exe SLI can be forced, but there is no guarantee of having some SLI relevant problems fixed for each particular game.
SLIKnight
2013-09-16, 16:47:00
Thank you very much for testing HR ;)
I suspect I kinda need both my 780 GTX's for 5760x3600@1920x1200@60Hz in this game.
What exactly happens when you rename an .exe to "AFR-FriendlyD3D.exe"?
As far as I know, there is no driver profile associated with this .exe name.
Does the driver simply force some kind of basic AFR2 mode or what?
I remember reading somewhere, that this procedure is necessary to get proper SLI scaling in "Dead Space 3" with SoftTH.
Is this correct?
4Fighting
2013-09-16, 16:56:29
Thank you very much for testing HR ;)
I suspect I kinda need both my 780 GTX's for 5760x3600@1920x1200@60Hz in this game.
What exactly happens when you rename an .exe to "AFR-FriendlyD3D.exe"?
As far as I know, there is no driver profile associated with this .exe name.
Does the driver simply force some kind of basic AFR2 mode or what?
I remember reading somewhere, that this procedure is necessary to get proper SLI scaling in "Dead Space 3" with SoftTH.
Is this correct?
When running on a system with multiple GPUs configured in SLI mode, simply running your application executable renamed as
“AFR-FriendlyD3D.exe” will make the driver skip any form of inter-GPU synchronizations, as well as common forms of CPU-GPU synchronization. This will lead to the maximum expected scaling in that system, but may introduce rendering artifacts (since the driver is no longer performing all the operations required to guarantee correctness in AFR mode
I tested this with DS3 as there was no real AA option at this time and did scale actually well. But in order to rename an exe with current DRM systems like origin and steam renaming exe files is simply not possible. So you've to do Symbolic links and copy the exe file somewhere else...to make a long story short: it sucked:freak:
SLIKnight
2013-09-16, 17:06:41
Please disregard this post.
MrBonk
2013-09-17, 11:15:55
Afterburner's OSD doesn't work with softTH in HR for me either.
Simply shows 0.0FPS
SLIKnight
2013-09-17, 12:59:15
For me the EVGA Precision X OSD simply isn't there.
Luckily I'm getting a solid vsync'ed + triplebuffered 60 FPS at 5760x3600, thanks to excellent SLI scaling with SoftTH in this game ;)
I have a couple of general questions to someone knowledgeable in the finer details of SoftTH.
This is taken from "readme_SoftTH2.txt":
zClear: If set to 1, a depth-buffer trick is used to avoid rendering
to any areas of the renderResolution buffer which are not covered
by any display output. This can significantly improve performance
if large areas of the render buffer are "unused". However it can
also cause problems if the depth buffer is detected wrong or if the
game uses post-processing effects to distort the rendered view.
antialiasing: If set to >0, forces antialiasing to set value. If
the game does not support selecting AA then using this option is
preferred over a display driver forced setting.
What exactly do these settings do, and what kind of "AA" is applied if the "antialiasing" variable is set different from zero?
Currently i'm just using ingame FXAA + 5760x3600 with this SoftTH configuration file:
config.SoftTHconfig:
[main]
renderResolution=5760x3600
vsync=0
tripleBuffer=0
[head_primary]
sourceRect=0,0,5760,3600
screenMode=1920x1200
Does the "zClear" variable affect downsampling quality in any way, or is it just a compatibility setting?
Blaire
2013-09-17, 18:00:38
Hat denn eigentlich noch niemand bemerkt, das SGSSAA in Source-Engine Games wie Half-Life 2 & Co etc. garnicht richtig funktioniert? :o
Die Alpha-Texturen wie Zäune, Bäume und Bewuchs werden mit SGSSAA überhaupt nicht erfasst.
Die Lösung ist simpel, man braucht einfach nur Override-SGSSAA im NV-Inspector wählen und das Ingame-Antialiasing muss zwingend deaktiviert werden, erst dann greift SGSSAA aufs gesamte Bild. Das sollte man unbedingt erwähnen. Es dürften wohl so ziemlich alle Source-Engine Games betroffen sein.
Hier ein paar Beispiele auf Screenshots... (Besonders das HL2-Episode2 Beispiel ergibt nen "tollen" Ameisenhaufen am Baumstamm, das flimmert wie die Pest, sofern man Ingame-AA aktiviert lässt. :D)
Half-Life 2:
Ingame AA on | Ingame AA off
http://abload.de/thumb/halflife2_8xsgssaa_inigsna.png (http://abload.de/image.php?img=halflife2_8xsgssaa_inigsna.png)|http://abload.de/thumb/halflife2_8xsgssaa_in42za6.png (http://abload.de/image.php?img=halflife2_8xsgssaa_in42za6.png)
Half-Life 2: Episode 1
http://abload.de/thumb/hl2_episode1_8xsgssaaygzox.png (http://abload.de/image.php?img=hl2_episode1_8xsgssaaygzox.png)|http://abload.de/thumb/hl2_episode1_8xsgssaar5zdy.png (http://abload.de/image.php?img=hl2_episode1_8xsgssaar5zdy.png)
Half-Life 2: Episode 2
http://abload.de/thumb/hl2_episode2_8xsgssaaalbfw.png (http://abload.de/image.php?img=hl2_episode2_8xsgssaaalbfw.png)|http://abload.de/thumb/hl2_episode2_8xsgssaar9b2x.png (http://abload.de/image.php?img=hl2_episode2_8xsgssaar9b2x.png)
Half-Life 2: Lost Coast
http://abload.de/thumb/hl2_lostcoast_8xsgssabzbzc.png (http://abload.de/image.php?img=hl2_lostcoast_8xsgssabzbzc.png)|http://abload.de/thumb/hl2_lostcoast_8xsgssacyx3w.png (http://abload.de/image.php?img=hl2_lostcoast_8xsgssacyx3w.png)
Blade II
2013-09-17, 18:14:31
Ist in Source-Spielen nicht eh OGSSAA (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9559666&postcount=3606) vorzuziehen?
Blaire
2013-09-17, 18:21:23
Ist in Source-Spielen nicht eh OGSSAA (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9559666&postcount=3606) vorzuziehen?
Warum nicht beides? :D 8xSGSSAA liefert in jedem Fall das ruhigere Bild bei akzeptabler Bildschrfe.
aufkrawall
2013-09-17, 18:25:13
Dass es bei Source da allgemein Unterschiede gibt, wundert mich schon etwas.
Das beweist ja wieder mal, dass man für SGSSAA nicht aufs in-game AA bauen, sondern der Treiber das komplett selber machen sollte.
Blaire
2013-09-17, 18:55:43
Bei Hybriden wie 32xS sollte man das Ingame-AA aber auf jeden Fall aktiviert lassen, erst damit gibts komplette Glättung, bei den reinen OGSSAA-Modis ist es hingegen egal.
aufkrawall
2013-09-17, 19:52:00
Bei Hybriden wie 32xS sollte man das Ingame-AA aber auf jeden Fall aktiviert lassen, erst damit gibts komplette Glättung,
Wo siehst du das?
Bei L4D2 ist mir so etwas nicht aufgefallen.
Blaire
2013-09-17, 20:25:19
Wo siehst du das?
Bei L4D2 ist mir so etwas nicht aufgefallen.
An den Zäunen (Alpha T.) z.B. siehe HL2 Lost Coast...
Einmal mit Ingame-AA (Override 32xS)
http://abload.de/thumb/lostaa7ss1d.png (http://abload.de/image.php?img=lostaa7ss1d.png)
Ingame-AA deaktiviert (Override 32xS)
http://abload.de/thumb/lost1_noaaewsb7.png (http://abload.de/image.php?img=lost1_noaaewsb7.png)
Half-Life 2 auch...
Mit Ingame-AA (Override 32xS)
http://abload.de/thumb/hl2aaujbse.png (http://abload.de/image.php?img=hl2aaujbse.png)
Ingame-AA deaktiviert (Override 32xS)
http://abload.de/thumb/hl2aaoffzasst.png (http://abload.de/image.php?img=hl2aaoffzasst.png)
SLIKnight
2013-09-18, 00:11:52
I also noticed this, when I tested SLI profiles for cinematic mod about a year ago: SLI thread (#596) (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9502776&postcount=596)
Look at the fence to the right of the crow bar in the two comparison screenshots.
It is clear, that SGSSAA with "12D9" is not working perfectly on those alpha-textures.
SLIKnight
2013-09-18, 01:59:50
I have updated my SGSSAA post on "Rising Storm" again: #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)
It now includes several screenshots from various MP maps.
I have also made a post about this in the DX11 AA petition:
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/post/3946650/#3946650
If anyone has ANYTHING further to add to this petition, now is the time to do it.
I have a suspicion, that once BF4 is out, NVIDIA will start optimizing their drivers for this game and down prioritize pretty much anything else.
This might not be true, but either way we need to keep the DX11 petition alive please.
MrBonk
2013-09-18, 04:43:08
Perhaps a different flag should be used for Source Engine games. One that doesn't necessarily blur everything too much, but also gets those alpha textures if possible.
BR4DDERS
2013-09-18, 21:20:57
The Incredible Adventures of Van Helsing - 0x004012C1 - SGSSAA, OGSSAA
"0x004012C1" works for Van Helsing but you have to disable "High Shaders" or the game will crash after the intro video's.
No AA:
http://i.imgur.com/10AXjJbs.jpg (http://i.imgur.com/10AXjJb.jpg) http://i.imgur.com/h5ThwyAs.jpg (http://i.imgur.com/h5ThwyA.jpg)
2x SGSSAA:
http://i.imgur.com/Sl1PLwCs.jpg (http://i.imgur.com/Sl1PLwC.jpg) http://i.imgur.com/55MJHa9s.jpg (http://i.imgur.com/55MJHa9.jpg)
4x SGSSAA:
http://i.imgur.com/HlFAqrbs.jpg (http://i.imgur.com/HlFAqrb.jpg) http://i.imgur.com/W4GLN2Ss.jpg (http://i.imgur.com/W4GLN2S.jpg)
8x SGSSAA:
http://i.imgur.com/78gksKrs.jpg (http://i.imgur.com/78gksKr.jpg) http://i.imgur.com/znqWJwQs.jpg (http://i.imgur.com/znqWJwQ.jpg)
2x2 OGSSAA:
http://i.imgur.com/9ZXhMrfs.jpg (http://i.imgur.com/9ZXhMrf.jpg) http://i.imgur.com/2SHHyfOs.jpg (http://i.imgur.com/2SHHyfO.jpg)
3x3 OGSSAA:
http://i.imgur.com/WpbAly8s.jpg (http://i.imgur.com/WpbAly8.jpg) http://i.imgur.com/d4Pcxw8s.jpg (http://i.imgur.com/d4Pcxw8.jpg)
Gouvernator
2013-09-18, 21:49:18
Gas Guzzlers Combat Carnage
MSAA/SGSSAA
0x000030C1
For SGSSAA disable inGame Blur&Depth of Field
http://abload.de/thumb/gasguzzlers2013-09-18wmj0h.jpg (http://abload.de/image.php?img=gasguzzlers2013-09-18wmj0h.jpg)
SLIKnight
2013-09-18, 23:44:38
The Incredible Adventures of Van Helsing - 0x004012C1 - SGSSAA, OGSSAA
"0x004012C1" works for Van Helsing but you have to disable "High Shaders" or the game will crash after the intro video's.
2x OGSSAA:
http://i.imgur.com/9ZXhMrfs.jpg (http://i.imgur.com/9ZXhMrf.jpg) http://i.imgur.com/2SHHyfOs.jpg (http://i.imgur.com/2SHHyfO.jpg)
3x SGSSAA:
http://i.imgur.com/WpbAly8s.jpg (http://i.imgur.com/WpbAly8.jpg) http://i.imgur.com/d4Pcxw8s.jpg (http://i.imgur.com/d4Pcxw8.jpg)
Nice job, but I think you mean 2x2 = 4 x OGSSAA and 3x3 = 9 x OGSSAA in these shots. ;)
BR4DDERS
2013-09-19, 01:05:50
Nice job, but I think you mean 2x2 = 4 x OGSSAA and 3x3 = 9 x OGSSAA in these shots. ;)
Yeah I know, I just type It like that because I think 2x2x OGSSAA or 2x2 OGSSAA looks weird. ;D
Edit Lol, I didn't even notice I typed SGSSAA in the last shot.
JamesLit
2013-09-19, 06:01:15
Vielen dank! :biggrin:
Thank you all. Excellent contributions here. I never knew of this method before.
Does anyone know of the correct compatibility bit for Train Simulator 2013? Presumably the compatibility bit would also be the same for RailWorks 3: Train Simulator 2012, RailWorks 2: Train Simulator, RailWorks and Rail Simulator. Inspector has a preset for Rail Simulator but this does not include the compatibility bit for DX9 AA.
If not, does anyone know how I might be able to find it out myself (I have already searched the web, there is nothing about the compatibility bit for these games anywhere so don't know what else I can do).
Many thanks in advance. :smile:
EDIT: I have done some more research. It seems like a compatibility bit is not required, but I am not sure 100%. I have done some testing of my own with 2x2SSAA + 4xSGSSAA, and while the performance tends to be better sometimes, other times it is not, and the same thing applies to the quality. I will have to do some more testing and research into this, but the thoughts of others would be appreciated...
MrBonk
2013-09-19, 08:39:02
Just like to let anyone know who may not have tried.
You can force SGSSAA/OGSSAA/HSSAA in Alpha Prime without any Bits. Nothing quite gets 100% of the aliasing, but is better than the in game FSAA. At the cost of performance of course. (And really though most of the aliasing issues come from the specular component of the lighting. Which you can disable, but looks kind of weird without it http://i.minus.com/iLZmqa20kuaxX.png )
Only 8xSGSSAA is really worth it. (4x isn't really the best looking and various downsampling methods don't really make a difference)
Also combining SGSSAA with the in-game FSAA isn't a great idea either. No IQ benefits.
With 8xSGSSAA @1600x900 I was getting between 50-100FPS. With 8xFSAA I was getting in the neighborhood of 270+.
No AA http://i.minus.com/ibhPCehySXQatO.png
8xFSAA http://i.minus.com/iyKjsSnJw0HZv.png
8xSGSSAA http://i.minus.com/iQ9Zz3TcKEf2N.png (Without Auto LOD bias enabled. With enabled there is no blur basically. These shots are also with Bloom on which creates the blur in the first place but also helps with some minor aliasing)
8xSGSSAA Auto LOD on Bloom on http://i.minus.com/iSvgbftnDdG6Z.png
8xSGSSAA Auto LOD on Bloom off http://i.minus.com/i2HlgJoncsUxT.png
_______________________________________________________
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Alpha Protocol
Recommended bit is in Bold (Ignore alternative bit unless applies to you,list only the recommended bit. It is MORE than good enough)
_________________________
0x080002C1 - SGSSAA,OGSSAA,OGSSAA-Hybrid(+-SGSSAA)
Minimum recommended Bit required for HQ SGSSAA, gets 99% of Aliasing.
Alternative bit for absolutely best quality (if you have crazy insane hardware) 0x080022C1, it gets that last 1% of Aliasing around things like the arms and the neck/ears. (That not even 2x2 downsampling +4xSGSSAA can get) but comes at the cost of some minor UI blur.
0x00000041 doesn't work with SGSSAA
Downsampling plus SGSSAA produces some odd results that don't look very good and actually seems to create aliasing (I resampled my 3200x1800 4xSGSSAA shot in a way that looks exactly 1:1 to how it showed up on my monitor. Aliasing and all)
_____________________________________
Pictures:
NoAA- http://i.minus.com/iTRBaXVEtZPlN.png
0x080002C1 4xSGSSAA- http://i.minus.com/i49RpZUEdmAU4.png
0x080002C1 8xSGSSAA- http://i.minus.com/ikeLRs0V4XVjM.png
0x080022C1 8xSGSSAA- http://i.minus.com/ibfScE5qTnoFdH.png
0x00000041 8xSGSSAA- http://i.minus.com/ie9PIKpgKkju5.png
0x080002C1 4x4 OGSSAA- http://i.minus.com/i6E0kUHTPOlRY.png
0x080002C1 16xS+4xSGSSAA- http://i.minus.com/iviS8xL0RQTBH.png
3200x1800 4xSGSSAA downsampled to 1600x900- http://i.minus.com/ibiB2TO50uCTeU.jpg
Gas Guzzlers Combat Carnage - AA bits: 0x000010C1 - SGSSAA, OGSSAA
http://abload.de/thumb/gasguzzlers0x000000003wox8.png (http://abload.de/image.php?img=gasguzzlers0x000000003wox8.png) http://abload.de/thumb/gasguzzlers0x000010c1wprfj.png (http://abload.de/image.php?img=gasguzzlers0x000010c1wprfj.png) http://abload.de/thumb/gasguzzlersprofile99p6h.png (http://abload.de/image.php?img=gasguzzlersprofile99p6h.png)
SLIKnight
2013-09-20, 13:43:23
Gas Guzzlers Combat Carnage - AA bits: 0x000010C1 - SGSSAA, OGSSAA
http://abload.de/thumb/gasguzzlers0x000000003wox8.png (http://abload.de/image.php?img=gasguzzlers0x000000003wox8.png) http://abload.de/thumb/gasguzzlers0x000010c1wprfj.png (http://abload.de/image.php?img=gasguzzlers0x000010c1wprfj.png) http://abload.de/thumb/gasguzzlersprofile99p6h.png (http://abload.de/image.php?img=gasguzzlersprofile99p6h.png)
Nice job Gast, looks really top notch. ;)
The "0x000010C1" flag looks much sharper and nicer than Gouvernator's AA flag IMO.
This just proves to me, that "0x000030C1" really is only suited for SSAA is the most extreme cases.
Not only does it cause blurring in Gas Guzzlers with SSAA, it also affects performance negatively without providing any visual benefits.
Blade II
2013-09-20, 17:19:40
Eine kurze Notiz bezüglich X3 Terran Conflict und Albion Prelude (es ist ja gerade im Humble Bundle zu haben):
Das Spiel bietet Ingame MSAA, welches sich wunderbar auf bis zu 4x SGSSAA erweitern lässt. Ab 8x SGSSAA wird das interface deutlich unscharf.
Gouvernator
2013-09-20, 18:00:29
Nice job Gast, looks really top notch. ;)
The "0x000010C1" flag looks much sharper and nicer than Gouvernator's AA flag IMO.
This just proves to me, that "0x000030C1" really is only suited for SSAA is the most extreme cases.
Not only does it cause blurring in Gas Guzzlers with SSAA, it also affects performance negatively without providing any visual benefits.
But 0x000010C1 makes the image with MSAA look crappy. It performs with SGSSAA only.
http://abload.de/thumb/crapoqpzf.jpg (http://abload.de/image.php?img=crapoqpzf.jpg)
In Gas Guzzlers is MSAA more important because of sick FPS drop from SSAA. In this case my flag is working.
0x000030C1 MSAA only
http://abload.de/thumb/goodrsjob.jpg (http://abload.de/image.php?img=goodrsjob.jpg)
aufkrawall
2013-09-20, 18:21:40
Die Leistung ist bei mir mit der Demo auch nur mit 8xMSAA (30C1) abartig schlecht.
Gouvernator
2013-09-20, 18:28:46
Die Leistung ist bei mir mit der Demo auch nur mit 8xMSAA (30C1) abartig schlecht.
Hehe... ja das ist Gas Guzzlers. :biggrin: Man sieht es bei mir auf screenshots schlecht, aber es ist ein übertaktetes GTX480 Quad-SLI System für diese FPS.
2xMSAA
http://abload.de/thumb/12z0ex3.jpg (http://abload.de/image.php?img=12z0ex3.jpg)
mit msaa fehlen ein paar reflektionen und die schatten ändern sich etwas.
8xSGSSAA 10C1 vs 8xMSAA 30C1
http://abload.de/thumb/gasguzzlers0x000010c1abclf.png (http://abload.de/image.php?img=gasguzzlers0x000010c1abclf.png) http://abload.de/thumb/gasguzzlers0x000030c1wte9t.png (http://abload.de/image.php?img=gasguzzlers0x000030c1wte9t.png)
SLIKnight
2013-09-21, 00:05:54
mit msaa fehlen ein paar reflektionen und die schatten ändern sich etwas.
8xSGSSAA 10C1 vs 8xMSAA 30C1
http://abload.de/thumb/gasguzzlers0x000010c1abclf.png (http://abload.de/image.php?img=gasguzzlers0x000010c1abclf.png) http://abload.de/thumb/gasguzzlers0x000030c1wte9t.png (http://abload.de/image.php?img=gasguzzlers0x000030c1wte9t.png)
Looks to me like using MSAA is kinda pointless in this game, due to the huge performance hit with "0x000030C1".
Besides 8xSGSSAA with "10C1" is perfectly playable on Titan SLI or 780 SLI at 1080P.
In some games MSAA is even more demanding than SGSSAA in my experience, some examples are Aliens vs. Predator (0x004030C1) and STALKER (0x0000F0C1).
SLIKnight
2013-09-21, 01:04:03
aufkrawall, I noticed that you added "30C1" for SGSSAA in Gas Guzzlers.
This flag is ONLY suitable for MSAA:
1) "0x000030C1" should be added for MSAA in "Gas Guzzlers: Combat Carnage": #4961 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9926198&postcount=4961)
2) "0x000010C1" should be added for SGSSAA & OGSSAA in "Gas Guzzlers: Combat Carnage": #4955 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9924940&postcount=4955)
phoenix887
2013-09-21, 12:48:50
Influx, UE3, Bits:0x080000C1, 8xSGSSAA
http://abload.de/thumb/udk2013-09-2112-44-109jkg7.png (http://abload.de/image.php?img=udk2013-09-2112-44-109jkg7.png)
SLIKnight
2013-09-21, 23:22:52
It seems the traditional "0x000012C1" works for the new zombie game "State of Decay": Guru3D AA thread (#1395) (http://forums.guru3d.com/showpost.php?p=4658936&postcount=1395)
Haven't tried the game myself yet, but based on videos and screenshots, this must be one of the ugliest CryEngine 3 games I have ever seen.
Hard to believe this is the same engine powering Crysis 2 & 3 :)
MrBonk
2013-09-22, 07:42:40
It's a good looking game IMO. The assets simply need updating beyond the level they can achieve on the 360 :/
SLIKnight
2013-09-22, 13:16:05
Maybe you are right, but the texture quality is just awful.
It reminds me of Crysis 2 DX9 when it came out.
Teo_90
2013-09-22, 18:11:04
The Incredible Adventures of Van Helsing - 0x004012C1 - SGSSAA, OGSSAA
"0x004012C1" works for Van Helsing but you have to disable "High Shaders" or the game will crash after the intro video's.
No AA:
http://i.imgur.com/10AXjJbs.jpg (http://i.imgur.com/10AXjJb.jpg) http://i.imgur.com/h5ThwyAs.jpg (http://i.imgur.com/h5ThwyA.jpg)
2x SGSSAA:
http://i.imgur.com/Sl1PLwCs.jpg (http://i.imgur.com/Sl1PLwC.jpg) http://i.imgur.com/55MJHa9s.jpg (http://i.imgur.com/55MJHa9.jpg)
4x SGSSAA:
http://i.imgur.com/HlFAqrbs.jpg (http://i.imgur.com/HlFAqrb.jpg) http://i.imgur.com/W4GLN2Ss.jpg (http://i.imgur.com/W4GLN2S.jpg)
8x SGSSAA:
http://i.imgur.com/78gksKrs.jpg (http://i.imgur.com/78gksKr.jpg) http://i.imgur.com/znqWJwQs.jpg (http://i.imgur.com/znqWJwQ.jpg)
2x2 OGSSAA:
http://i.imgur.com/9ZXhMrfs.jpg (http://i.imgur.com/9ZXhMrf.jpg) http://i.imgur.com/2SHHyfOs.jpg (http://i.imgur.com/2SHHyfO.jpg)
3x3 OGSSAA:
http://i.imgur.com/WpbAly8s.jpg (http://i.imgur.com/WpbAly8.jpg) http://i.imgur.com/d4Pcxw8s.jpg (http://i.imgur.com/d4Pcxw8.jpg)
I have a GTX 780 SLI Setup with an i7 3770k @ 4,7 GHz and if i enable 8xSGSSAA i am just getting 55,5 FPS with a scaling of 60 % - 70 %. Are there any other SLI bits known for Van Helsing?
The SLI bit is the same FIFA 13 is using, which also slows down to 40 FPS sometimes with 8xSGSSAA.
with 0x02400005 you have to disable "sync cpu to gpu"
with 0x02402005 (official profile) you don't have to do anything
disabling "high shaders" kills the graphics imho.
SLIKnight
2013-09-22, 19:21:00
I did a little tweaking in the DX9 mode of Crysis 2 using the MaldoHD 4.0 (http://maldotex.blogspot.dk/2013/02/maldohd-40-final-version.html) mod, and would like to share my results.
Here is a screenshot at 1920x1200 with 8xSGSSAA forced using "0x000012C1", along with all my settings ("Motion Blur Amount" is set to "Disabled" ingame):
http://abload.de/thumb/crysis2_8xsgssaafbed6.png (http://abload.de/image.php?img=crysis2_8xsgssaafbed6.png) http://abload.de/thumb/maldosettings22dwv.png (http://abload.de/image.php?img=maldosettings22dwv.png) http://abload.de/thumb/crysis2_autoexec6ldr5.png (http://abload.de/image.php?img=crysis2_autoexec6ldr5.png) http://abload.de/thumb/crysis2_inspectorj1rtx.png (http://abload.de/image.php?img=crysis2_inspectorj1rtx.png)
There are a few annoying caveats to using the MaldoHD Configuration Utility.
Even if you set "Antialiasing" to "No AA" and "Depth of Field" to "None" in the utility, postprocessing AA and DoF are still enabled ingame.
In fact it is impossible to completely disable the depth of field effect in Crysis 2, because of the way the game is coded: #4973 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9928935&postcount=4973)
Disabling postprocessing AA is very important when forcing SGSSAA, and this can only be done by adding "r_PostMSAA = 0" (without quotes) to the "autoexec.cfg" file created by Maldo's mod.
Unfortunately this results in rain effects disappearing ingame, but IMO that is a small price to pay for perfect SGSSAA.
Just remember not to use the MaldoHD Configuration Utility after editing "autoexec.cfg", or any manually added command lines will be deleted.
Alternatively you could backup the file or make it "read-only" after deciding on your final settings.
I have disabled "Real Time Reflections" and "SSDO" as these settings seem to reduce performance significantly for very little visual benefit, especially when 8xSGSSAA is forced.
There is not much more to say about my MaldoHD settings, since the remaining disabled features are DX11 exclusives anyway.
aufkrawall
2013-09-22, 19:26:33
Looks to me like if post processing AA is enabled.
afair it was even enabled if you tried to disable it via the Maldo config tool.
So you have to add it manually to the config. It was one of the three commands:
r_FSAA = 0
r_UseEdgeAA = 0
r_PostMSAA = 0
Most likely the latter one.
I suppose it's also a good idea to force AF via driver as well.
SLIKnight
2013-09-22, 19:30:44
I will try "r_PostMSAA = 0" in autoexec.cfg then.
You might be right.
What about DoF, that also seems to be still enabled?
Anyway to disable this?
Will "r_DepthOfField = 0" do the trick?
btw, I intend on sharing this on the DX11 petition when it's perfect. ;)
aufkrawall
2013-09-22, 19:35:30
Unfortunately, DoF can't be disabled since it's "hardcoded" into the level files, just like film grain. :(
Gouvernator
2013-09-22, 21:51:12
Hm, ich bräuchte echt Hilfe hier... es geht um den neuen F2P-Shooter "S.K.I.L.L"
http://de.skill.gameforge.com/?kid=a-92506-02206-1308-b3507110
Es gibt sogar für diese .exe ein eigenes Profil unter "Tornado Force" im NVInspector. Nur leider scheint das ganze extrem gegen Cheater gesichert zu sein so das ich nicht mal SLI-Anzeige sehen kann... Wenn ich normalerweise immer SLI-AA anstelle sehe ich z.B. 32xSLI AA wenn die Bits greifen.
EDIT:
Ok, done. Man muss weiter im Ordner SF2.exe suchen und zum völlig fremden "Soldier Front 2" einfügen.
0x000010C1 Geht vorerst. Vielleicht gibt's noch besseren wegen der Performance...
8xSGSSAA
http://abload.de/thumb/sf22013-09-2222-08-22lzrea.jpg (http://abload.de/image.php?img=sf22013-09-2222-08-22lzrea.jpg)
Blade II
2013-09-22, 22:11:00
Die Features von S.K.I.L.L.- Special Force 2 im Überblick:
- Unreal Engine 3 und professionelles Sounddesign
[...]
(Quelle (http://corporate.gameforge.com/press-release/s-k-i-l-l-special-force-2-online-first-person-shooter-offiziell-gestartet/))
Ergo eines dieser Bits sollte helfen:
0x080000C1
0x080010C1
0x080012C1
0x080010C5
0x080012C5
0x084012C1
Was du mit den SLI-Bits meintest kann ich zwecks fehlendem System nicht nachvollziehen. Mir scheint es aber unwahrscheinlich, dass sich das Spiel gegen Treiber-Einstellungen "wehren" kann.
SLIKnight
2013-09-23, 00:11:55
Hi again guys.
Just wanted to let you know, that I added my small SGSSAA+MaldoHD tweak guide for Crysis 2 to my existing "Crysis series AA guide" post: #4351 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9796209&postcount=4351)
This guide is now officially complete, unless of course we get DX11 AA bits ;)
I have also added a post about this in the DX11 petition, as I believe it is very relevant:
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/post/3950603/#3950603
Any helpful comments, arguments, examples etc. are of course still welcome in this petition. :)
MrBonk
2013-09-23, 08:28:33
Maybe you are right, but the texture quality is just awful.
It reminds me of Crysis 2 DX9 when it came out.
Yeah, that's what I meant by assets. Things such as textures and whatnot.
Ass textures.
SLIKnight
2013-09-23, 12:16:45
Ass textures.
My sentiments exactly :biggrin:
There is no law stating, that PC users should deal with low-res textures simply because of the limitations of the 360.
The developers of "State of Decay" could still have made higher resolution stuff for PC.
If Maldo can do it for Crysis 2, then so can professional software developers.
They are just being lazy about it, and i'm not supporting that with my money :wink:
MrBonk
2013-09-24, 07:40:23
yeah the amount of games, even next gen PS4/XBO games with poor texturing amazes me. They have all that RAM and their texturing still looks like ass. AND people on PC make better textures for FREE.
On top of that i'm almost 100% certain that most textures are authored in higher resolution to begin with.
MrBonk
2013-09-24, 11:05:36
Bionic Commando Rearmed
____________________________________
-0x000012C1 - SGSSAA,OGSSAA,OGSSAA-Hybrid(+-SGSSAA)
________________________________________________________________
Pictures and general info:
There are a LOT of pictures. I tried every viable method of AA I could think of (Aside from SoftTH). I wanted this to be comprehensive so people could see and then decide on their own what they think is the best choice for their needs.
It's hard to really tell temporally what is the best aside from the controller options screen. Which has a really really low quality model that displays probably the most Temporal Aliasing I see in the entire game (Aside from the tutorial level with the blue outlined character). So I use that mainly as the judge for best temporal stability.
The most temporally stable method that I found was 16xS+4xSGSSAA. 2x2 Driver Downsampling+4xSGSSAA is not quite as temporally stable on that test.(Surprising) But it has superior IQ in other areas.
2x2 Downsampling+FXAA or SMAA(With custom settings) yield EXCELLENT results for the performance cost in this game. What you end up using is dependent on you and your preferences. I've included screenshots of 3200x1800 with both FXAA and SMAA and both downsampled from that resolution to 1600x900
SMAA Custom settings
#define SMAA_THRESHOLD 0.08 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 64 //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 20 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
//Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Screenshot #1 - The Controller -
NoAA http://i.minus.com/iCyI1rCIG7ySN.png
8xSGSSAA http://i.minus.com/iboGrmB0Q16XsG.png
4x4 OGSSAA(Ignore the framerates on these 4x4 ones. I had Vsync forced on) http://i.minus.com/ibldy27sjILOLW.png
16xS+4xSGSSAA http://i.minus.com/i8II6oS2y4Vv7.png
3200x1800+4xSGSSAA down to 1600x900 http://i.minus.com/ibzJ1vm1NKNT6j.png
3200x1800+FXAA down to 1600x900 http://i.minus.com/iPB5r8IAIAc9i.png
3200x1800+SMAA down to 1600x900 http://i.minus.com/iba7NDIkgMigSe.png
3200x1800 No AA http://i.minus.com/ibp6z3U35we8wI.png
3200x1800 FXAA http://i2.minus.com/igNj4HlybJepo.png
3200x1800 SMAAhttp://i.minus.com/i4dFFH984dkUj.png
Screenshot #2 - Tutorial -
NoAA http://i.minus.com/iq1o5wZ6RzCKh.png
8xSGSSAA http://i.minus.com/ibwNj0C6SI4zOC.png
4x4 OGSSAA http://i.minus.com/idJ8S0N5wYUR6.png
16xS+4xSGSSAA http://i.minus.com/ibo77gKMZ1dz84.png
3200x1800+4xSGSSAA down to 1600x900 http://i.minus.com/iUNSAtVLyiI5O.png
3200x1800+FXAA down to 1600x900 http://i.minus.com/isDkzGQgs576t.png
3200x1800+SMAA down to 1600x900 http://i.minus.com/i2pFoeriRaqIW.png
3200x1800 No AA http://i.minus.com/ibruud7wAyCzwL.png
3200x1800 FXAA http://i.minus.com/ibUiltxTcSgtn.png
3200x1800 SMAA http://i.minus.com/iLxwNxyXiTtHw.png
Screenshot #3 - Map Screen -
NoAA http://i.minus.com/ibwARu5Jz9Ya5M.png
8xSGSSAA http://i.minus.com/i6HFUbpSIZcCj.png
4x4 OGSSAA http://i.minus.com/iY4OHnZry7ivO.png
16xS+4xSGSSAA http://i.minus.com/ibkr7Wscvu0ulX.png
3200x1800+4xSGSSAA down to 1600x900 http://i.minus.com/iV7wzHtFepS1.png
3200x1800+FXAA down to 1600x900 http://i.minus.com/ibvsBUhtWY38Kz.png
3200x1800+SMAA down to 1600x900 http://i.minus.com/iLeJWptIaqP0V.png
3200x1800 No AA http://i.minus.com/ib2Asz9ZUoa9KS.png
3200x1800 FXAA http://i.minus.com/ibnWdMaDAaKclu.png
3200x1800 SMAA http://i.minus.com/ibb1CnfmBQrkpD.png
Screenshot #4 - Level 1 -
NoAA http://i.minus.com/ipLIzdalnYWAb.png
8xSGSSAA http://i.minus.com/ibtNNr8HzZxION.png
4x4 OGSSAA http://i.minus.com/ibvwnEJEDg01RU.png
16xS+4xSGSSAA http://i.minus.com/ibu2DUawnz2aFd.png
3200x1800+4xSGSSAA down to 1600x900 http://i.minus.com/if5PhTlrbhZ9L.png
3200x1800+FXAA down to 1600x900 http://i.minus.com/ibzOAp2kJ7wKIk.png
3200x1800+SMAA down to 1600x900 http://i.minus.com/iby4hAFkXFPJKq.png
3200x1800 No AA http://i.minus.com/ibqaXJdKaFal2e.png
3200x1800 FXAA http://i.minus.com/iuZzH57L8RQH5.png
3200x1800 SMAA http://i.minus.com/icakthP4idQRw.png
Screenshot #5 - Level 1 Challenge Room -
NoAA http://i.minus.com/iblh1xhxl21rXS.png
8xSGSSAA http://i.minus.com/i0fqnDhelpOAr.png
4x4 OGSSAA http://i.minus.com/i1KfvOYtHA23t.png
16xS+4xSGSSAA http://i.minus.com/iWc7HF9xgw0mG.png
3200x1800+4xSGSSAA down to 1600x900 http://i.minus.com/ibhc5VOUcikHu2.png
3200x1800+FXAA down to 1600x900 http://i.minus.com/iyGOWlpi49RHZ.png
3200x1800+SMAA down to 1600x900 http://i.minus.com/ibmUY25jr0Y55J.png
3200x1800 No AA http://i.minus.com/ikj8gLz2avj27.png
3200x1800 FXAA http://i.minus.com/idyWFhbN3TfV6.png
3200x1800 SMAA http://i.minus.com/iPWqmTTndYVhr.png
Sorry for the OBSCENE amount of stuff in this post! ;(
+++++++++++++++++++++
Also i'm having some issues with AA in Bionic Commando 2009.
This is what it's supposed to look like,
no AA http://i.minus.com/ibzEi06jXwMZIO.png
4xSGSSAA http://i.minus.com/iT7uyyJprClWX.png
But this is what it's looking like with 40C1 and any other flag I test with on 326.41
http://i.minus.com/iSuAEU4ujAuI4.png
Can anyone else test and confirm this issue? :(
My only other option is 2x2 driver OGSSAA+SMAA settings above +FXAA on top downsampled to 1600x900. Which has great IQ, but has some serious temporal issues and the UI scales with resolution...And it's a controller UI
http://i.minus.com/ikVjnoSz1CxzS.png
BR4DDERS
2013-09-24, 16:44:06
Also i'm having some issues with AA in Bionic Commando 2009.
This is what it's supposed to look like,
no AA http://i.minus.com/ibzEi06jXwMZIO.png
4xSGSSAA http://i.minus.com/iT7uyyJprClWX.png
But this is what it's looking like with 40C1 and any other flag I test with on 326.41
http://i.minus.com/iSuAEU4ujAuI4.png
Can anyone else test and confirm this issue? :(
My only other option is 2x2 driver OGSSAA+SMAA settings above +FXAA on top downsampled to 1600x900. Which has great IQ, but has some serious temporal issues and the UI scales with resolution...And it's a controller UI
http://i.minus.com/ikVjnoSz1CxzS.png
I tried the "0x000040C1" flag but it doesn't work for me nor does it cause any graphical anomalies. The "0x004010C1" flag that was posted here (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8836995&postcount=1196) works though and it doesn't cause any graphical anomalies for me either.
GeForce 326.41
No AA:
http://i.imgur.com/7P1Nm8qs.jpg (http://i.imgur.com/7P1Nm8q.jpg)
8x SGSSAA - 0x000040C1
http://i.imgur.com/OQQpXqTs.jpg (http://i.imgur.com/OQQpXqT.jpg)
8x SGSSAA - 0x004010C1
http://i.imgur.com/hD0UAmVs.jpg (http://i.imgur.com/hD0UAmV.jpg)
GeForce 327.23
No AA:
http://i.imgur.com/X8iOyxCs.jpg (http://i.imgur.com/X8iOyxC.jpg)
8x SGSSAA - 0x000040C1
http://i.imgur.com/vExNNhys.jpg (http://i.imgur.com/vExNNhy.jpg)
8x SGSSAA - 0x004010C1
http://i.imgur.com/yf9nxZSs.jpg (http://i.imgur.com/yf9nxZS.jpg)
Thunder99
2013-09-24, 19:00:34
Gehen die Bits noch unter dem 327.23WHQL? Star Wars: The Old Repuplic gehen die Bits nicht mehr (Profil vom 314.22 wurde übernommen aber ohne Bits, die hab ich manuell eingetragen...)
War was falsch eingestellt, nun gehts :redface:
MrBonk
2013-09-25, 00:33:13
Oh sorry, I meant 4010C1.
But yeah that flag causes the graphical glitches (As shown in my screens) too :(
Weird..
I'm going to try upgrading to the latest driver and see if that does anything
MrBonk
2013-09-25, 05:18:55
Upgrading to 327.23 seems to have fixed my issue and AA is working properly now.
How weird
Edit: Nope. Restarted the game and the same thing is happening.
Also this game's SSAO is horrible.
Edit2: i'm deleting the game and re-installing to see if that changes anything
MrBonk
2013-09-25, 06:40:36
Ugh this makes no sense!
Re-installing it and running it for the first time. SGSSAA works fine like it's supposed to. In MP and in SP.
Quit the game. Restart, and now it's all junked up again.
T_T
Forcing MSAA with 0x004030C1 acts the same.
What card are you using BR4?
I'm using a 570
BR4DDERS
2013-09-25, 07:20:38
GTX580 and Windows 8.1.
Alien Fear bzw. neuerdings Alien Rage: SGSSAA 0x004010C1
http://abload.de/thumb/alienragenvidiainspec2ycq9.jpg (http://abload.de/image.php?img=alienragenvidiainspec2ycq9.jpg) http://abload.de/thumb/alienrage1ejdv0.png (http://abload.de/image.php?img=alienrage1ejdv0.png) http://abload.de/thumb/alienrage23cclu.png (http://abload.de/image.php?img=alienrage23cclu.png) http://abload.de/thumb/alienrage3jgf6r.png (http://abload.de/image.php?img=alienrage3jgf6r.png) http://abload.de/thumb/alienrage4jodsr.png (http://abload.de/image.php?img=alienrage4jodsr.png)
SLIKnight
2013-09-25, 16:01:44
Alien Fear bzw. neuerdings Alien Rage: SGSSAA 0x004010C1
http://abload.de/thumb/alienragenvidiainspec2ycq9.jpg (http://abload.de/image.php?img=alienragenvidiainspec2ycq9.jpg) http://abload.de/thumb/alienrage1ejdv0.png (http://abload.de/image.php?img=alienrage1ejdv0.png) http://abload.de/thumb/alienrage23cclu.png (http://abload.de/image.php?img=alienrage23cclu.png) http://abload.de/thumb/alienrage3jgf6r.png (http://abload.de/image.php?img=alienrage3jgf6r.png) http://abload.de/thumb/alienrage4jodsr.png (http://abload.de/image.php?img=alienrage4jodsr.png)
Nice stuff, is Alien Rage any good as a game?
I was thinking about getting it, just love these old school sci-fi shooters :biggrin:
Are you sure "0x000010C1" isn't enough for SGSSAA, it is running on UE3 after all.
What about 16:10 resolutions, have you tested that with your AA flag?
Maybe something like "0x084010C1" or "0x080010C1" is needed for that?
MrBonk
2013-09-25, 16:14:17
I've heard varying things myself. But i'm still interested too. Everything i've seen interests me a lot. It just screams "Ultimate Space Marine! BRO YEAUUH!"
Plus the art style, music and what not are pretty good IMO.
BR4DDERS
2013-09-25, 19:58:18
Nice stuff, is Alien Rage any good as a game?
I was thinking about getting it, just love these old school sci-fi shooters :biggrin:
Are you sure "0x000010C1" isn't enough for SGSSAA, it is running on UE3 after all.
What about 16:10 resolutions, have you tested that with your AA flag?
Maybe something like "0x084010C1" or "0x080010C1" is needed for that?
Both the "0x004010C1" and "0x000010C1" flag work at 16:9 but they both need the "8" to work at 16:10.
SLIKnight
2013-09-25, 23:29:44
Both the "0x004010C1" and "0x000010C1" flag work at 16:9 but they both need the "8" to work at 16:10.
OK, so that means "0x080010C1" should be enough for all resolutions?
BR4DDERS
2013-09-26, 01:46:04
OK, so that means "0x080010C1" should be enough for all resolutions?
It works for me at 1920x1080, 1768x992, 1680x1050, 1600x1200, 1600x1024, 1600x900 and 1440x900. The game minimises to desktop if I select a lower resolution than that but It will run in windowed mode with lower resolutions.
Edit: The game minimises to the desktop even when I am not forcing any AA so it must be a driver/game issue.
MrBonk
2013-09-26, 02:18:50
Crazy Taxi (Steam Ver)
General Info:
You need to create a custom driver profile for the game. That looks like this
http://i.minus.com/ibcM8WPjUWu3rL.png
This port unlike Sonic DX can render natively at 1280x720 (There is a fix/hack you can use for higher resolutions! See http://forums.guru3d.com/showpost.php?p=4662395&postcount=1431 :( ), allowing you be able to force AA. But only with...
__________________________
0x000000C1 - MSAA,SGSSAA,OGSSAA,OGSSAA-Hybrid(+-SGSSAA) -
I couldn't get AA to force with no bits
___________________________________________________________________
Pictures:
NoAA http://i.minus.com/ibcYLeUnQHmB6R.png
8xQ http://i.minus.com/ibpebTxatglRQ2.png
8xSGSSAA http://i.minus.com/ibuQCs0jvuqfOs.png
4x4 OGSSAA http://i.minus.com/iL6xWZXO4eBrG.png
32xS+8xSGSSAA http://i.minus.com/ip9TaAVLDGuAh.png
morbiddog2
2013-09-26, 06:59:00
Just thought I'd post my 2 cents on ffxiv a realm reborn.
for 2x SGSSAA I've tested 0x00401005, C1, C5, A1, and A5.
Out of all of them 0x004010A5 seems to have the best quality and performance. 0x00401005 and A5 are almost indistinguishable but A5 seems to have a little more temporal aliasing going on especially on foliage and 05 has more specular aliasing and a little more blur to it. Neither of them seemed to blur the UI but I didn't take screenshots for an up close comparison. The 05 bit also knocks 10fps off in comparison to the A5 bit.
All in all 2x SGSSAA + transparency msaa has near perfect quality at 1920x1080 running at a perfect v-synced 60fps on a single gtx 680 whereas 4x drops down to about 30fps for a pretty minimal quality improvement
With a similar graphics card I would recommend:
0x004010A5
2x SGSSAA
Transparency Multisampling enabled
-0.5 LOD Bias
If you need to recover some fps lowering transparent lighting quality in game recovers the most fps without degrading image quality
Also if anyone could PM me a link to somewhere that I can actually learn what the different AA bits do I would appreciate it. Im curious how they work.
MrBonk
2013-09-26, 09:57:37
Also if anyone could PM me a link to somewhere that I can actually learn what the different AA bits do I would appreciate it. Im curious how they work.
I would. But it doesn't seem to be currently working with the latest driver for me at least.
CrimsoN
2013-09-26, 15:00:15
Danke, bist mein Held. Woher hast du gewusst das die Bits helfen?;)
Vorteile der neuen Bits:
1. Keine Grafikfehler mehr
2. Keine massive Performance Drops die sehr zufällig auftreten.
3. FPS sind mehr ausgeglichen, dadurch erscheint das Spiel sehr flüssiger.
8xMSAA mit 8xSGSSAA
http://abload.de/thumb/fable32013-08-0211-100mxlk.png (http://abload.de/image.php?img=fable32013-08-0211-100mxlk.png)
Also Bildfehler seh ich keine aber FPS Drops habe ich auf jeden fall noch !
MrBonk
2013-09-27, 04:38:10
Space Channel 5 Part 2 (Steam Ver)
General Info:
You need to create a custom driver profile for the game. That looks like this
http://i.minus.com/imI8cAU51BfZp.png
This port unlike Sonic DX can render natively at 1280x720 (There is a fix/hack you can use for higher resolutions! See http://forums.guru3d.com/showpost.php?p=4662395&postcount=1431 :D ), allowing you be able to force AA. With
__________________________
0x084032C3 - MSAA,SGSSAA,OGSSAA,OGSSAA-Hybrid(+-SGSSAA) -
I apologize for the size of the bit. With being unable to use the specific program with the latest drivers ATM to create bits I have to do things by memory and I just thought it'd be better to be safe than sorry with this specific game
___________________________________________________________________
Pictures:
NoAA http://i.minus.com/it0z7mIxtWMWY.png
8xQ http://i.minus.com/ibvYj5RZkCKNbQ.png
8xSGSSAA http://i.minus.com/iBsRfFUXEAndL.png
4x4 OGSSAA http://i.minus.com/ibvayDyTkJSmZA.png
16xS+4xSGSSAA http://i.minus.com/iDJyvbi6IDrXx.png
1080p 16xS+4xSG http://i.minus.com/ibsrSxuNkaARAC.png
MrBonk
2013-09-28, 08:58:57
I'd like to update the posting for Sonic 4 Episode I, with the fix from this post here
http://forums.guru3d.com/showpost.php?p=4663247&postcount=1438
You can run the game rendered at a higher resolution and force AA with the flag I posted before!
Awesome
Screens
1080p+16xS+4xSGSSAA
http://i.minus.com/i8XrGVnYlSf0o.png
http://i.minus.com/iba8Ea3OIYjNVf.png
SLIKnight
2013-09-28, 22:33:33
I'd like to update the posting for Sonic 4 Episode I, with the fix from this post here
http://forums.guru3d.com/showpost.php?p=4663247&postcount=1438
You can run the game rendered at a higher resolution and force AA with the flag I posted before!
Awesome
Screens
1080p+16xS+4xSGSSAA
http://i.minus.com/i8XrGVnYlSf0o.png
http://i.minus.com/iba8Ea3OIYjNVf.png
Nice find.
I suggest you add this information to the reference post for "Sonic the Hedgehog 4: Episode I & II " in the list: #4744 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9887384&postcount=4744)
That way, the AA list doesn't have to be updated ;)
MrBonk
2013-09-29, 09:28:56
Condemned Criminal Origins
0x000000C0 - SGSSAA,OGSSAA,OGSSAA-Hybrid(+-SGSSAA) -
This game has built in FSAA (that works WONDERFULLY might I add), but there may be those out there that would rather use another mode like SGSSAA or whatever. OGSSAA doesn't work all that well really.
GPU usage for 4xSGSSAA is about on par with in-game 4xFSAA (2x2). And quality wise too.
______________________________________________________________
Pictures:
No AA http://i.minus.com/i3ndmzXhX4zak.png
in game 4xFSAA http://i.minus.com/imt6jPTIU34qe.png
4xSGSSAA http://i.minus.com/i8HUYQ427KRe3.png
4x4 OGSSAA http://i.minus.com/ii4LopOHXUPsb.png
16xS+4xTrSSAA http://i.minus.com/i9mi9Hcfpcz6H.png
16xS+4xSGSSAA http://i.minus.com/ilcjDuSr5BIAe.png
SLIKnight
2013-09-29, 15:03:31
Now with ArmA 3 officially released, I thought it would be fitting to do a full SGSSAA tweaking guide for the older, but still excellent ArmA 2.
The ArmA series are by far my favorite tactical military games, and I have devoted a full 16 GB of my SSD to Arma 2 and its expansion "ArmA 2: Operation Arrowhead".
But even the latest version 1.62 of the "Real Virtuality 3" engine requires a lot of tweaking, command line switches and experimentation to get a smooth, trouble-free experience.
I'm using the following command line switches in "Operation Arrowhead":
-winxp (Improves SLI scaling in Windows 7)
-cpuCount=4 (Number of physical CPU cores)
-exThreads=7 (Define extra processing threads)
-nosplash (Disable introductory movies at startup)
-world=empty (Disable background menu animation at startup)
-noPatchCheck (Disable check for newer patches)
-malloc=tbb4malloc_bi (Specify custom memory allocator)
I'm currently replaying the original ArmA 2 singleplayer campaign "Harvest Red" in the newer version of Bohemia Interactive's engine used in OA.
Here is a screenshot at 1920x1200 with the ingame AA setting enhanced to 8xSGSSAA:
http://abload.de/thumb/arma2_8xsgssaa0fja8.png (http://abload.de/image.php?img=arma2_8xsgssaa0fja8.png) http://abload.de/thumb/arma2inspectoryrjo2.png (http://abload.de/image.php?img=arma2inspectoryrjo2.png)
To get the best possible image quality and performance with SGSSAA in ArmA 2, I am using maximum ingame settings combined with the following important tweaks:
Video Options:
Video memory: Default
Antialiasing: 8
Terrain detail: High
Postprocess effects: Disabled
Vsync: Disabled (Only available in Operation Arrowhead)
ArmA2OA.cfg:
3D_performance=100000;
GPU_MaxFramesAhead=2;
HDRPrecision=16;
AToC=0;
FXAA=0;
PPAA=0;
Username.ArmA2OAProfile:
blood=2;
shadingQuality=100;
headBob=0.5;
viewDistance=7000;
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