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aufkrawall
2014-04-18, 17:03:06
Wenn 0x204412C1 nicht für SGSSAA geht, geht es eigentlich nie mit nem anderen Bit.

Für Skyrim noch etwas besseres gefunden:
0x000002C1 statt 0x000000C1 mit SGSSAA.

C1:
http://abload.de/thumb/tesv_2014_04_18_16_59j1pe8.png (http://abload.de/image.php?img=tesv_2014_04_18_16_59j1pe8.png)

2C1:
http://abload.de/thumb/tesv_2014_04_18_16_59m4oge.png (http://abload.de/image.php?img=tesv_2014_04_18_16_59m4oge.png)

Frisst weiterhin schon im Menü viel VRAM, kann man wohl nichts machen. Sieht aber perfekt aus.

Blade II
2014-04-18, 19:47:15
Cool (y)

Wie viele Samples hast auf den Bildern verwendet?
Könntest du evtl. auch noch ein drittes Vergleichsbild mit aufgewertetem SGSSAA machen? :)

aufkrawall
2014-04-18, 20:30:52
Das war 4x. Habe das exakte Savegame nicht mehr, müsste alle Bilder neu machen. Aber enhanced sähe mit ziemlicher Sicherheit höchstens so gut aus wie C1, eher noch schlechter.

MrBonk
2014-04-18, 23:00:18
Hey Guys, i'm going to be making a feature request to Epic in their Unreal Engine 4 forums for SGSSAA, to help our case. I REALLY need everyone possible to take lossless screenshots of as many Unreal Engine 3 Games without 8xSGSSAA and With 8xSGSSAA (If possible. Some games like Zeno Clash II have FXAA permanently on so SGSSAA doesn't work well) as possible. So we can show them how much UE games have needed it. And the move to PBR(Physically Based Rendering) means we need it even more. Epic's own features video shows how horrible the aliasing is without Post Processing(which includes their Temporal AA) (https://www.youtube.com/watch?v=PD5cRnrMqWw)

As well I would like people to list UE2/3 games that could REALLY use SGSSAA but it is not possible to do so. (IE: Bioshock Infinite, Duke Nukem Forever)


If possible, a video comparison (As close to lossless as possible) showing 8xSGSSAA at 720p (or 1080p) compared to no AA or just FXAA. And just upload it to Mega.co.nz so I can use it in comparison too.




Thanks



Here is a current list of UE Games i'd like to have screenshots of with 8xSGSSAA (I can't think of all of the major ones, so feel free to add. Also I will alphabetize them when I make the request)

Adam's Venture
Alien Rage
Alien Breed
Afterfall Insanity (*Have*)
Alice Madness Returns
Aliens Colonial Marines
Alpha Protocol (*Have*)
Batman Arkham Asylum
Blacklight: Retribution
BlackSite: Area 51
Bioshock
Bioshock 2
Borderlands (*Have*)
Borderlands 2
Bulletstorm
Brothers in Arms: Hell's Highway
Chivalry: Medieval Warfare
Dark Void (*Have*)
Deadfall Adventures
Deadlight
Deadpool
Dishonored
DmC (*Have*)
Dungeon Defenders
Enslaved: Odyssey to the West
Epigenesis
Gears of War
Hawken
Homefront
Hunted: The Demon's Forge
I am Alive
Killing Floor
Legendary
Lost Planet 3
Mass Effect Series
Magrunner: Dark Pulse
Medal of Honor (2010)
Medal of Honor Airborne
Painkiller: Hell & Damnation
Red Orchestra 2: Heroes of Stalingrad
Remember Me
Rise of the Triad
RoboBlitz
Sanctum
Section 8
Section 8 Prejudice
Singularity
SMITE (? DX9? I don't know. Someone probably needs to find a flag for it too)
Goat Simulator (? I don't know if this game is DX9)
The Bureau: XCOM Declassified (*Have* From someone's post on 3D Center)
The Last Remnant
The Ball
Tom Clancy's EndWar
Tom Clancy's Rainbow Six Vegas 2 (*Have*)
Tony Hawk's Pro Skater HD
Transformers: War for Cybertron / Fall of Cybertron
Turok
Unreal Tournament 3
Viscera Cleanup Detail: Shadow Warrior
Q.U.B.E.
Papa & Yo
XCOM: Enemy Unknown



Games where SGSSAA really could've made a difference but is not possible - (Including Console games)

Duke Nukem Forever
Bioshock Infinite
Antichamber
Asura's Wrath
Lollipop Chainsaw
Shadows of the Damned



My Basis for wanting to do so is based on their own responses on their new UE4 Forum
https://forums.unrealengine.com/showthread.php?446-It-would-be-really-nice-to-see-support-for-different-anti-aliasing-types
https://answers.unrealengine.com/questions/10335/temporalaa-ghostingsmear-effect.html


But I intend to make a case for SGSSAA very hard. "as we feel it is an area we have pushed ahead of the industry on. "
I plan on using this point in my post too. Because already having basic MSAA implementation is a catalyst for SGSSAA. Developing just MSAA is a waste that could just be used on SGSSAA. And having SGSSAA by default as an option for both consumers and developers gives them a HUGE leap over anyone else. And judging by the UE4 titles i've seen that are only using the other alternative of FXAA in the engine, it needs it SO MUCH.

It takes all the aliasing from UE3 and seems to multiply it

SLIKnight
2014-04-19, 17:04:12
Wenn 0x204412C1 nicht für SGSSAA geht, geht es eigentlich nie mit nem anderen Bit.

Für Skyrim noch etwas besseres gefunden:
0x000002C1 statt 0x000000C1 mit SGSSAA.

C1:
http://abload.de/thumb/tesv_2014_04_18_16_59j1pe8.png (http://abload.de/image.php?img=tesv_2014_04_18_16_59j1pe8.png)

2C1:
http://abload.de/thumb/tesv_2014_04_18_16_59m4oge.png (http://abload.de/image.php?img=tesv_2014_04_18_16_59m4oge.png)

Frisst weiterhin schon im Menü viel VRAM, kann man wohl nichts machen. Sieht aber perfekt aus.

Really excellent job :biggrin:
We finally have perfect SGSSAA in Skyrim.
Enhanced SGSSAA is quite good in Skyrim, but still leaves something to be desired in scenes with smoke, particles or bloom.
On the occasion of this new SGSSAA flag, I have written an extensive SGSSAA/tweaking/modding guide for The Elder Scrolls V: Skyrim.

I tested the new AA flag at 1920x1200 with 8xSGSSAA forced using "0x000002C1" and maximum settings set in the launcher.
This is combined with the following mods (installed in the order specified) and tweaks to various .ini configuration files:


Characters

1) Xenius Character Enhancement 1.13 (http://www.nexusmods.com/skyrim/mods/2356/?)
2) XCE - Brows 1.0 (http://www.nexusmods.com/skyrim/mods/21082/?)
3) Better Beast Races 2.0 (http://www.nexusmods.com/skyrim/mods/944/?)
4) Improved NPC Clothing - High Res 1.8.1 (http://www.nexusmods.com/skyrim/mods/2674/?) by "BaronDavid"

Weapons and Armor

1) aMidianBorn Book of Silence 1.9 (http://www.nexusmods.com/skyrim/mods/24909/?) by "CaBaL120"
2) Weapon Retexture Project - WRP 0.10A (http://www.nexusmods.com/skyrim/mods/1754/?) by "Millenia"

World

1) HiRes Legible Road Signs 3.0 (http://www.nexusmods.com/skyrim/mods/436/?) by "SPARTANVI"
2) Skyrim HD - 2K Textures 1.6 (http://www.nexusmods.com/skyrim/mods/607/?) by "NebuLa"
3) Skyrim Flora Overhaul Basic Edition 1.87 (http://www.nexusmods.com/skyrim/mods/141/?) by "vurt"

[Display]
iPresentInterval=0
bShadowsOnGrass=0
fDefaultWorldFOV=85
fDefault1stPersonFOV=85
[Grass]
bAllowCreateGrass=1
bAllowLoadGrass=0
iMaxGrassTypesPerTexure=7
iMinGrassSize=40
[General]
fDefaultFOV=85
uGridsToLoad=7
uExterior Cell Buffer=64
iPreloadSizeLimit=104857600

[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa, HighResTexturePack01.bsa, HighResTexturePack02.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa

[Display]
fShadowDistance=6000.0000
iMultiSample=0
iPresentInterval=0
bFloatPointRenderTarget=0
fShadowLODStartFade=1000.0000
bTransparencyMultisampling=0
iWaterMultisamples=0
bTreesReceiveShadows=1
bDrawLandShadows=1
fDefault1stPersonFOV=85.0000
fDefaultWorldFOV=85.0000
fDefaultFOV=85.0000
[Imagespace]
iRadialBlurLevel=0
bDoDepthOfField=0
[Grass]
fGrassStartFadeDistance=14000.0000
fGrassMaxStartFadeDistance=14000.0000
[Launcher]
bEnableFileSelection=1
[Water]
iWaterReflectHeight=1024
iWaterReflectWidth=1024
[MAIN]
bGamepadEnable=0
bCrosshairEnabled=0
bSaveOnPause=0
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0
[GamePlay]
bShowFloatingQuestMarkers=0
[Controls]
fMouseHeadingSensitivity=0.0250
bGamePadRumble=0
bMouseAcceleration=0
[SaveGame]
fAutosaveEveryXMins=30.0000
[General]
fDefaultFOV=85
[Trees]
uiMaxSkinnedTreesToRender=50

[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa, HighResTexturePack01.bsa, HighResTexturePack02.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa

The combination of various high-resolution texture packs, "uGridsToLoad=7" and driver-forced SGSSAA really makes Skyrim shine, but also completely maxes out the 3GB VRAM of my 780 GTX's :eek:
Here is a small screenshot gallery of the final result, along with my full NVIDIA Inspector profile:

http://abload.de/thumb/tesv_2014_04_19_14_47v6c25.png (http://abload.de/image.php?img=tesv_2014_04_19_14_47v6c25.png) http://abload.de/thumb/tesv_2014_04_19_14_47tefsq.png (http://abload.de/image.php?img=tesv_2014_04_19_14_47tefsq.png) http://abload.de/thumb/tesv_2014_04_19_14_48htee6.png (http://abload.de/image.php?img=tesv_2014_04_19_14_48htee6.png) http://abload.de/thumb/tesv_2014_04_19_14_48lceta.png (http://abload.de/image.php?img=tesv_2014_04_19_14_48lceta.png) http://abload.de/thumb/tesv_2014_04_19_14_4947ei0.png (http://abload.de/image.php?img=tesv_2014_04_19_14_4947ei0.png) http://abload.de/thumb/tesv_2014_04_19_14_518ady5.png (http://abload.de/image.php?img=tesv_2014_04_19_14_518ady5.png) http://abload.de/thumb/tesv_2014_04_19_14_519efks.png (http://abload.de/image.php?img=tesv_2014_04_19_14_519efks.png) http://abload.de/thumb/tesv_2014_04_19_14_524zdj4.png (http://abload.de/image.php?img=tesv_2014_04_19_14_524zdj4.png) http://abload.de/thumb/skyrim_inspector2zdkp.png (http://abload.de/image.php?img=skyrim_inspector2zdkp.png)

Alternatively you might want to consider just enhancing ingame MSAA ("iMultiSample=" in SkyrimPrefs.ini) with SGSSAA in Skyrim.
This provides almost the same AA quality as SGSSAA forced with the "0x000002C1" flag in most scenes, but is far less demanding and also uses significantly less VRAM.

For example I'm able to use 1.5x1.5 downsampling from 2880x1800 to 1920x1200 combined with enhanced 4xSGSSAA and "Quality" HBAO+ forced with "0x00000032", and still get higher performance than with forced 8xSGSSAA at 1920x1200.
With these settings only around 2000-2400MB VRAM is used, and gameplay feels overall smoother on my GTX 780 SLI system.
Personally I prefer downsampling, enhanced SGSSAA and forced AO over simply forced SGSSAA alone, but of course the decision is up to you ;)
For more details on the differences between forced and enhanced SGSSAA in Skyrim, I suggest you take a look at this excellent post made by aufkrawall: [split] SGSSAA in Skyrim (#120) (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9136004&postcount=120)

MrBonk
2014-04-22, 03:58:03
http://www.pcgamer.com/2014/04/21/dark-souls-2-pc-tweaking-guide/


Durante Found working SGSSAA and HBAO+ Flags for Dark Souls 2 already.

Since he's just using the flags in the driver, i'd imagine Dark Souls 2 would work with SGSSAA with only 0x004012C1 Or even less.

AndyydnA
2014-04-23, 17:21:51
Lego - The Hobbit

Die bekannten Lego-Bits funktionieren einwandfrei (welche Überraschung ;)).

0x004010C1
Antialiasing fix - On

ohne AA:
http://abload.de/thumb/lhobbit_ohnensjl2.png (http://abload.de/image.php?img=lhobbit_ohnensjl2.png)

4x SGSSAA:
http://abload.de/thumb/lhobbit_sgssaavfzk3.png (http://abload.de/image.php?img=lhobbit_sgssaavfzk3.png)

MrBonk
2014-04-23, 22:06:10
Looks great, thanks.

I wish they would allow you to disable that awful DoF. It's so low res. Hurts fidelity/IQ really bad.

SLIKnight
2014-04-23, 22:37:10
Here is an fully updated list of the additions/changes, I think should be integrated into the AA list(s) on page 1:

1) "0x000010C1" should be added for SGSSAA in "Post Apocalyptic Mayhem": #5372 (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10064070&postcount=5372)
2) MrBonk's "update post" should be added as an additional reference to the "Warhammer 40.000: Space Marine & Dawn of War II" SGSSAA entry, like this: #1279 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8899046&postcount=1279), #5397 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10080069&postcount=5397), #5418 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10089077&postcount=5418)
3) "0x000000C1" and "0x00000241" should be added for respectively SGSSAA and MSAA+TrSSAA in "Torchlight II": #5430 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10097059&postcount=5430)
4) "0x000012C1" should be added for SGSSAA & OGSSAA in "The Typing of the Dead: Overkill": #5431 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10097113&postcount=5431)
5) "0x004012C1" should be added for SGSSAA in "Loadout" (Use "Low" settings to disable ingame PostAA): #5441 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10098423&postcount=5441)
6) "0x000002C1" should be added for SGSSAA in "Double Dragon: Neon": #5457 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10102973&postcount=5457)
7) "0x000000C1" should be added for SGSSAA in "Two Worlds" ("0x00000045" should only be listed for MSAA+TrSSAA modes): #138 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8329009&postcount=138), #5381 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10071269&postcount=5381), #5459 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10102997&postcount=5459)
8) The SGSSAA flag for "Two Worlds II" should be changed to "0x001012C5": #171 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8379264&postcount=171), #5468 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104149&postcount=5468)
9) "0x004010C1" should be added for MSAA, SGSSAA & OGSSAA in "Ethan: Meteor Hunter": #5471 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104189&postcount=5471)
10) "0x000012C1" should be added for SGSSAA in "Blood Knights": #5472 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104198&postcount=5472)
11) "0x000012C1" should be added for SGSSAA in "Inversion": #5475 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10105492&postcount=5475)
12) "0x000012C1" should be added for SGSSAA & OGSSAA in "Castlevania: Lords of Shadow 2": #5477 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10106818&postcount=5477), #5480 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10110703&postcount=5480)
13) "0x00401045" should be added for SGSSAA in "Pool Nation": #5481 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10110707&postcount=5481)
14) "0x080000C1" should be added for SGSSAA in "Hawken": #5484 (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10111533&postcount=5484)
15) The SGSSAA flag for "Dead Rising 2 & Off the Record" should be changed to "0x080002C1" (TF2 "AA fix" should be disabled for best AA quality): #5489 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10113124&postcount=5489)
16) "0x000012C1" should be added for SGSSAA & OGSSAA in "Sol Survivor" (Doesn't work for 4xSGSSAA): #5503 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10115641&postcount=5503)
17) "0x00000045" and "0x000000C1" should be added for respectively MSAA and SGSSAA in "Renegade X": #5537 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10126309&postcount=5537)
18) "0x000000C0" should be added for SGSSAA & OGSSAA in "Resident Evil 4: Ultimate HD Edition": #5560 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10129348&postcount=5560)
19) "0x00000041" should be added for MSAA, SGSSAA & OGSSAA in "Thief: Deadly Shadows": #5611 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10137563&postcount=5611)
20) MrBonks post on "Deus Ex: Human Revolution Director's Cut" should be added as a reference to the "Deux Ex: Human Revolution" SGSSAA entry: #1283 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8900090&postcount=1283), #5614 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10138381&postcount=5614)
21) "0x004010C1" should be added for SGSSAA in "The Lego Movie Videogame": #5649 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10148127&postcount=5649), #5650 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10148247&postcount=5650)
22) "0x080012C1" should be added for MSAA, SGSSAA & OGSSAA in "Sonic & Sega All-Stars Racing": #5654 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10151132&postcount=5654)
23) "0x080012C0" should be added for SGSSAA in "MXGP - The Official Motocross Videogame": #5679 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10160902&postcount=5679), #5710 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10169148&postcount=5710)
24) "0x000012C5" should be added for SGSSAA in "Castlevania: Lords of Shadow – Mirror of Fate HD" (vsync must be disabled): Guru3D AA thread (#1878) (http://forums.guru3d.com/showpost.php?p=4790352&postcount=1878)
25) "0x000002C0" should be added for SGSSAA in "Prince of Persia (2008)": #5708 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10168965&postcount=5708)
26) "0x00000245" should be added for SGSSAA in "Ghost Recon Phantoms": #5720 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10176565&postcount=5720)
27) The SGSSAA flag for "The Elder Scrolls V: Skyrim" should be changed to "0x000002C1": #120 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9136004&postcount=120), #5756 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10184469&postcount=5756)
28) "0x004412C1" should be added for SGSSAA in "Dark Souls II" (16:9 only): #5757 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10186457&postcount=5757), #5770 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10190278&postcount=5770)
29) "0x004010C1" should be added for SGSSAA in "Lego The Hobbit": #5758 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10188069&postcount=5758)
30) My tweaking guide for "Aliens: Colonial Marines" should be added as an additional reference to the SGSSAA entry: #3843 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9651529&postcount=3843), #77 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10187423&postcount=77)
31) The title of the Dark Souls MSAA+TrSSAA entry should be corrected to "Dark Souls: Prepare To Die Edition", and a reference to the DSFix should be added: #5768 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10190134&postcount=5768)
32) "0x000000C1" should be added for SGSSAA in "Rise of the Argonauts": #5804 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10205374&postcount=5804)
33) The SGSSAA flag for "Outlast" should be changed to "0x080010C1": #5811 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10205893&postcount=5811)
34) "0x004012C1" should be added for SGSSAA in "Bound by Flame": #5843 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10209705&postcount=5843)
35) My tweaking guide for Oblivion should be added as an additional reference to the "Gamebryo-Engine (Fallout 3 & New Vegas, Oblivion)" SGSSAA entry: #5844 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10210165&postcount=5844)
36) "0x080000C1" should be added for SGSSAA & OGSSAA in "Flashback": #5850 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10213940&postcount=5850)
37) "0x080000C1" should be added for SGSSAA & OGSSAA in "Killer is Dead": #5871 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10221737&postcount=5871)
38) bloodindark's information on how to get the MSAA setting of "Wolfenstein: The New Order" to stick should also be added as a separate entry: Guru3D AA thread (#2073) (http://forums.guru3d.com/showpost.php?p=4822164&postcount=2073)

aufkrawall
2014-04-24, 00:47:14
I'm having some trouble with my PSU atm, dunno if I got the brass neck to update the list anytime soon.

SLIKnight
2014-04-24, 16:46:30
I'm having some trouble with my PSU atm, dunno if I got the brass neck to update the list anytime soon.

Absolutely no problem, I was just making my "update" post to keep track of things.
Sorry to hear about your PSU though :(

4Fighting
2014-04-24, 22:19:52
wenn ich 0x080000C1 bei Rise of the Triad forciere, stürzt der Grafiktreiber sofort nach dem Ladelogo bei mir ab...Gerade BSOD gehabt oder Monitor geht out of Range.

Liegts an meinem System ? :D

CrimsoN
2014-04-25, 14:04:42
Also ich habe jetzt wohl echt alle Bits durch die hier geliste sind ich bekomme für Dark Souls 2 einfach kein Ergebnis. Villt hat jemand mit einen 16:9 Monitor mehr glück als ich.

4Fighting
2014-04-25, 14:13:38
Also ich habe jetzt wohl echt alle Bits durch die hier geliste sind ich bekomme für Dark Souls 2 einfach kein Ergebnis. Villt hat jemand mit einen 16:9 Monitor mehr glück als ich.

0x000012C1 geht gem. guru3d nur mit 16:9...ansonsten leider nicht

CrimsoN
2014-04-25, 14:40:41
0x000012C1 geht gem. guru3d nur mit 16:9...ansonsten leider nicht


So ein scheiß -.-"

Und selbst Ds geht ja kaum dank 16:10 (1.5 2560x1600), nun ja SMAA und FXAA plus Ds mehr geht wohl nicht :(

4Fighting
2014-04-25, 14:52:53
So ein scheiß -.-"

Und selbst Ds geht ja kaum dank 16:10 (1.5 2560x1600), nun ja SMAA und FXAA plus Ds mehr geht wohl nicht :(

softth + sweetfx sollten doch gehen oder?

Blade II
2014-04-25, 15:03:20
Kurze Notiz:

"Darks Souls: Prepare To Die Edition" ist in der Liste falsch geschrieben, es müsste "Dark Souls: Prepare To Die Edition" heißen. Ggf. könnte man auch auf den DSFix (http://blog.metaclassofnil.com/?tag=dsfix) hinweisen.

CrimsoN
2014-04-25, 15:20:52
softth + sweetfx sollten doch gehen oder?

Softth is mir zu umständlich muss ich sagen.
Werde es halt auf 2560x1600 mit einer SweetFX Mod spielen :D

grizu
2014-04-25, 17:48:29
Bei Dark Souls 2 gehen doch die 0x004412C1 Bits ,besitze aber ein 16/9 Moni

MrBonk
2014-04-25, 21:13:31
So ein scheiß -.-"

Und selbst Ds geht ja kaum dank 16:10 (1.5 2560x1600), nun ja SMAA und FXAA plus Ds mehr geht wohl nicht :(


Simply use Nvidia's Built in Scaling and create a custom 16:9 resolution.

It's pretty simple and looks just *Fine*

If your monitor is 1920x1200, make a cutsom 1080p resolution, let GPU scale and letterbox it. Basically native resolution, but with black bars. Which isn't a huge issue. I'd rather have some letterboxing than inferior AA.

If your monitor is 1680x1050 , make 1680x945

Bei Dark Souls 2 gehen doch die 0x004412C1 Bits ,besitze aber ein 16/9 Moni
It's been shown that 12C1 by itself works just fine.

Ronin2k
2014-04-26, 11:18:39
Gibt es schon Bits für Trials Fusion? :)

MrBonk
2014-04-26, 21:40:12
Is a DX11 game isn't it?

Gast
2014-04-27, 19:09:38
mit GeDoSaTo gehen bereits ein paar dx9 spiele für die es keinen (guten) aa bits gibt, wie zb:

Alan Wake
Duke Nukem Forever
Halo CE Open Sauce
Hard Reset Extended Edition (nur teilweise)
Need for Speed: Hot Pursuit
Silent Hill: Homecoming
Star Trek
Syndicate

http://abload.de/thumb/nfs11gedosatop6xxm.png (http://abload.de/image.php?img=nfs11gedosatop6xxm.png)

MrBonk
2014-04-27, 22:29:23
Yeah it works for downsampling with many games. I used it successfully in Zeno Clash II to downsample from 4k to 900p and it worked great.


But also:


Syndicate, you can force MSAA+TrSSAA just fine without any bits BTW.

Add in the built in FXAA+ Downsampling and you get something that looks like this
http://i.minus.com/iHTryGqTfMW23.png
http://i.minus.com/ibvTObHx1rNjBA.png



It's worth noting after testing, that if you try to use Driver FXAA with Durante's Tool, it applies FXAA post-resolve from downsampling, making it useless and leaves some edges behind that could be fixed if FXAA could be applied at rendering resolution before downsampling.


However if you force something like MSAA or SGSSAA, it seems to apply at the rendering resolution level.

Here's a shot of Zeno Clash II (Which has always on FXAA/MLAA of some kind. At 4k with 2xSGSSAA on top of that. (http://i.minus.com/ijPQhvwRcYZN8.jpg)Which doesn't look the best(Looks even worse when you try to use 8xSGSSAA at native). But at least seems to show that it does work

Here's another once downsampled (With black bars cropped out)

http://i.minus.com/iuUETYHu33a5g.png (Multi stage downsampling is *FANTASTIC* By the way. Previously with driver downsampling, anything over 2x2 of my native looked awful and didn't scale right. Managed to actually create aliasing instead of combat it)

Blackhand
2014-04-27, 23:30:35
Yeah, first I tested was whether gedosato works together with SweetFX and when AA is applied. Tested with Duke Nukem Forever, K-putts´s Custom SweetFX Files (Boulataurs Injector + SweetFX 1.5.1 Shaders + AC) makes a black Screen (the white text with resolution info is still displayed). Normal SweetFX 1.5.1 works, but is unfortunately applied after the downsampling which makes SMAA rather useless.

Is there a solution to get softTH working together with sweetFX? Does RadeonPro make this Job? (ATM I have no Radeon)

Today it was the first time I heared about GeDoSaTo and was excited. In the Files, there are some SweetFX Shaders + SMAA/FXAA Files which gives hope for Future (maybe working only in Dark Souls II).

There needs to be a tool which combines SweetFX with the function of GeDoSaTo/SoftTH correctly.

MrBonk
2014-04-28, 20:14:11
He does have some PP built in, i'm sure it will hopefully progress to full SWFX implementation

4Fighting
2014-04-28, 20:25:58
Is there a solution to get softTH working together with sweetFX? Does RadeonPro make this Job? (ATM I have no Radeon)



It's a bit complicated but not that hard. I've to look it up properly but iirc it was this way:


Extract and rename the softth dll
Copy the renamed softth dll (e.g. soft.dll) to \Windows\SysWOW64 (I'm using an x64 OS;for x86 I have no idea) (DO NOT replace the d3d9.dll...If you renamed the dll then you are perfectly fine)
copy the sweetfx dll to the game folder
start your favorite hex editor
open the sweetfx dll which was located in the game folder in the hex editor
replace every text d3d9.dll (should be 3 replacements) with the renamed softth dll (in my case soft.dll)
save

done!

This will only work for sGPU configuration...If you want SLI then it'll get very tricky :D

SLIKnight
2014-04-29, 00:13:47
He does have some PP built in, i'm sure it will hopefully progress to full SWFX implementation

Or maybe if we get better DX9 and DX11 AA bits, none of this hazzle will be needed :biggrin:
SoftTH is the arch nemesis of SLI :freak:

Symlinks, renaming and messing around with the Windows directory to still only get mediocre AA.....grrrrrr

Bl@de
2014-04-29, 11:32:10
Bei Dark Souls 2 gehen doch die 0x004412C1 Bits ,besitze aber ein 16/9 Moni

Funktioniert bei mir, aber erzeugt Grafikfehler (337.50 BETA Treiber). Dann sind überall horizontale Linien auf dem Boden :(
Schade, da Dark Souls 2 selbst mit 4xSGSSAA mit 60fps läuft. Bleibt wohl nur Downsampling.

PS. 0x000012C1 erzeugen dieselben Grafikfehler.

http://abload.de/img/unbenannt2wosa.jpg

grizu
2014-04-29, 13:20:08
^^ Okay ,ich benutze noch einen alten 320er Treiber .. mit dem neuen Beta hab ich es noch nicht getestet.

Atma
2014-04-29, 15:29:01
Funktioniert bei mir, aber erzeugt Grafikfehler (337.50 BETA Treiber). Dann sind überall horizontale Linien auf dem Boden :(
Schade, da Dark Souls 2 selbst mit 4xSGSSAA mit 60fps läuft. Bleibt wohl nur Downsampling.

PS. 0x000012C1 erzeugen dieselben Grafikfehler.
Mach den Antialiasing Fix im Inspector mal an ;)

CrimsoN
2014-04-29, 16:21:08
So Leute hier mal ein kleiner OT, habe für das PCGH Forum einen Bettag geschrieben wo es sich um HBAO+ dreht.
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html

Die Liste wird in zusammen abreit MrBonk erweitre nun hier habe sie halt auf Deutsch !

MrBonk
2014-04-29, 17:30:50
Funktioniert bei mir, aber erzeugt Grafikfehler (337.50 BETA Treiber). Dann sind überall horizontale Linien auf dem Boden :(
Schade, da Dark Souls 2 selbst mit 4xSGSSAA mit 60fps läuft. Bleibt wohl nur Downsampling.

PS. 0x000012C1 erzeugen dieselben Grafikfehler.

http://abload.de/img/unbenannt2wosa.jpg
Try enabling the AA fix with the flag 0x084012C3 or 0x084012C5

Versuchen Sie, so dass die AA-Fix mit der Flagge 0x084012C3 oder 0x084012C5

Atma
2014-04-29, 17:40:15
Try enabling the AA fix with the flag 0x084012C3 or 0x084012C5

Versuchen Sie, so dass die AA-Fix mit der Flagge 0x084012C3 oder 0x084012C5
I'm playing with the 0x000012C1 bit and AA fix and it works great :).

SLIKnight
2014-04-29, 17:40:58
So Leute hier mal ein kleiner OT, habe für das PCGH Forum einen Bettag geschrieben wo es sich um HBAO+ dreht.
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html

Die Liste wird in zusammen abreit MrBonk erweitre nun hier habe sie halt auf Deutsch !

Very good initiative :biggrin:
But I noticed quite a few bugs in your list, compared to MrBonk's english version:
http://forums.guru3d.com/showthread.php?p=4776218#post4776218

1) Alien Breed Trilofy -> Alien Breed Trilogy
2) Arcania -Gothic 4: Link (http://forums.guru3d.com/showpost.php?p=4806362&postcount=322)
3) Batmann Arkham Origins Blackgate: 0x00000012(Kräftiger) -> 0x00000017(Kräftiger)
4) Blod Knights: 0x00000021D -> 0x0000002D, Link (http://forums.guru3d.com/showpost.php?p=4806376&postcount=324)
5) Far Cry 2: Only 0x000A002D should appear under "Bits"
6) Gothic 3: Only 0x00000009 should appear under "Bits"
7) GTA: Episodes From Liberry City -> GTA: Episodes from Liberty City, 0x00000002 -> 0x00000010
8) Mass Effect 2: 0x0000002F & 0x00000020 (Kräftiger)
9) Mortal Kombat Komlete Edition -> Mortal Kombat Komplete Edition
10) Metal Gear Risiung Revengeance: 0x00000012F -> 0x0000001F
11) Sol Survivor: 0x00000004 -> 0x00000003
12) New entry: Sonic & Sega All Stars Racing Transformed: 0x0000000E, Link (http://forums.guru3d.com/showpost.php?p=4805954&postcount=318)
13) Stalker Shadow of Chernobyl: 0x000000219 -> 0x00000029, Link (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10193696&postcount=78)
14) New entry: Surgeon Simulator 2013: 0x00000017, Link (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10040602&postcount=5281)
15) Tkedown: Red Sabre -> Takedown: Red Sabre
16) Tom Clancy`s Rainbow Ghost Recon Advanced Warfighhter 2 -> Tom Clancy's Ghost Recon Advanced Warfighter 2: Link (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9359472&postcount=2658)
17) Tow Worlds -> Two Worlds
18) Unreal Tournament III: Link (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10114548&postcount=5494)
19) Zeno Clash: 0x000000030 -> Zeno Clash II: 0x00000030, Link (http://forums.guru3d.com/showpost.php?p=4801460&postcount=293)

There may be others, but those are the ones I noticed off hand.
I suggest you carefully go through MrBonk's original list, and look for further discrepancies.

CrimsoN
2014-04-29, 18:40:55
Very good initiative :biggrin:
But I noticed quite a few bugs in your list, compared to MrBonk's english version:
http://forums.guru3d.com/showthread.php?p=4776218#post4776218

1) Alien Breed Trilofy -> Alien Breed Trilogy
2) Arcania -Gothic 4: Link (http://forums.guru3d.com/showpost.php?p=4806362&postcount=322)
3) Batmann Arkham Origins Blackgate: 0x00000012(Kräftiger) -> 0x00000017(Kräftiger)
4) Blod Knights: 0x00000021D -> 0x0000002D, Link (http://forums.guru3d.com/showpost.php?p=4806376&postcount=324)
5) Far Cry 2: Only 0x000A002D should appear under "Bits"
6) Gothic 3: Only 0x00000009 should appear under "Bits"
7) GTA: Episodes From Liberry City -> GTA: Episodes from Liberty City, 0x00000002 -> 0x00000010
8) Mass Effect 2: 0x0000002F & 0x00000020 (Kräftiger)
9) Mortal Kombat Komlete Edition -> Mortal Kombat Komplete Edition
10) Metal Gear Risiung Revengeance: 0x00000012F -> 0x0000001F
11) Sol Survivor: 0x00000004 -> 0x00000003
12) New entry: Sonic & Sega All Stars Racing Transformed: 0x0000000E, Link (http://forums.guru3d.com/showpost.php?p=4805954&postcount=318)
13) Stalker Shadow of Chernobyl: 0x000000219 -> 0x00000029, Link (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10193696&postcount=78)
14) New entry: Surgeon Simulator 2013: 0x00000017, Link (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10040602&postcount=5281)
15) Tkedown: Red Sabre -> Takedown: Red Sabre
16) Tom Clancy`s Rainbow Ghost Recon Advanced Warfighhter 2 -> Tom Clancy's Ghost Recon Advanced Warfighter 2: Link (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9359472&postcount=2658)
17) Tow Worlds -> Two Worlds
18) Unreal Tournament III: Link (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10114548&postcount=5494)
19) Zeno Clash: 0x000000030 -> Zeno Clash II: 0x00000030, Link (http://forums.guru3d.com/showpost.php?p=4801460&postcount=293)

There may be others, but those are the ones I noticed off hand.
I suggest you carefully go through MrBonk's original list, and look for further discrepancies.

Danke werde mich drum kümmern

Edit: alle fehler beseitigt !

Bl@de
2014-04-29, 18:54:34
Mach den Antialiasing Fix im Inspector mal an ;)

Hr Hr^^ Hab ich glatt vergessen wie man den Inspector bedient. Schon lang her seit ich SGSSAA benutzt hab :biggrin:

Grafikfehler sind damit weg.

Spiele jedoch mit 2880x1620 per Downsampling auf 1920x1080 inkl. GeDoSaTo Effekten (darunter SMAA).
Ist der Leistung zuträglicher, damit immer 60fps erhalten bleiben. 4xSGSSAA inkl. GeDaSaTo Effekten etc. laufen dann nicht mit 60fps
und der Qualitätsunterschied zwischen Downsampling und SGSSAA ist nicht gravierend (natürlich ist 4xSGSSAA eine Spur besser, was die Gräser angeht).

SLIKnight
2014-04-29, 23:13:10
Danke werde mich drum kümmern

Edit: alle fehler beseitigt !

Very nice :)
But there are still a small collection of those bugs remaining.

1) The title of Blood Knights is misspelled as "Blod Knights", the AO flag should be 0x0000002D and there is no reference: Link (http://forums.guru3d.com/showpost.php?p=4806376&postcount=324)
2) The title of Darksiders 2 is misspelled as "Darksider 2"
3) The title of Dead Island is misspelled as "Dead Insland"
4) The title "Dead Insland 2 & Of The Record" should be corrected to Dead Rising 2 & Off the Record
5) The title of GTA: Episodes From Liberty City is misspelled as "GTA: Episodes From Libery City"
6) Metal Gear Rising Revengeance is misspelled as "Metal Gear Risiung Revengeance"
7) "Resodent Evil: Revelations" should be corrected to Resident Evil: Revelations
8) "Resodent Evil 5" should be corrected to Resident Evil 5
9) The link for Stalker Shadow of Chernobyl should be this post: Link (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10193696&postcount=78)
10) The title of the Two Worlds entry is misspelled as "Tow Worlds".
11) The title of the last entry in your list should be Zeno Clash II, not Zeno Clash. You have two entries called simply "Zeno Clash" :)

If you correct these 11 points, your list should be completely identical to MrBonk's list in terms of titles, entries and links.
Now onto finding some new HBAO+ bits ;)

CrimsoN
2014-04-30, 14:04:35
Very nice :)
But there are still a small collection of those bugs remaining.

1) The title of Blood Knights is misspelled as "Blod Knights", the AO flag should be 0x0000002D and there is no reference: Link (http://forums.guru3d.com/showpost.php?p=4806376&postcount=324)
2) The title of Darksiders 2 is misspelled as "Darksider 2"
3) The title of Dead Island is misspelled as "Dead Insland"
4) The title "Dead Insland 2 & Of The Record" should be corrected to Dead Rising 2 & Off the Record
5) The title of GTA: Episodes From Liberty City is misspelled as "GTA: Episodes From Libery City"
6) Metal Gear Rising Revengeance is misspelled as "Metal Gear Risiung Revengeance"
7) "Resodent Evil: Revelations" should be corrected to Resident Evil: Revelations
8) "Resodent Evil 5" should be corrected to Resident Evil 5
9) The link for Stalker Shadow of Chernobyl should be this post: Link (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10193696&postcount=78)
10) The title of the Two Worlds entry is misspelled as "Tow Worlds".
11) The title of the last entry in your list should be Zeno Clash II, not Zeno Clash. You have two entries called simply "Zeno Clash" :)

If you correct these 11 points, your list should be completely identical to MrBonk's list in terms of titles, entries and links.
Now onto finding some new HBAO+ bits ;)

Vielen dank noch mal, habe dich auch auf der Seite genannt !

Hoffe das jetzt alles stimmt :D

SLIKnight
2014-04-30, 17:05:38
Vielen dank noch mal, habe dich auch auf der Seite genannt !

Hoffe das jetzt alles stimmt :D


Much better :)
The only errors remaining now are, that you are using too many zeroes in some of the listed AO profiles.
Also the title for "Dead Rising 2" is still wrongly called "Dead Island 2".
The remaining errors are:

Blood Knights: Listed as "0x00000002D", should be 0x0000002D

Dead Rising 2 & Off the Record: The title "Dead Island 2 & Off The Record" should be Dead Rising 2 & Off the Record

GTA: Episodes From Liberty City: Listed as "0x000000010", should be 0x00000010

Stalker Shadow of Chernobyl: Listed as "0x000000029", should be 0x00000029

Tom Clancy`s Rainbow Ghost Recon Advanced Warfighter 2: Listed as "0x000000004", should be 0x00000004

Ys Origin: Listed as "0x00000002A", should be 0x0000002A

Ys The Oath in Felghana: Listed as "0x00000002A", should be 0x0000002A

Zeno Clash: Listed as "0x00000000A & 0x00000002D(Kräftiger)", should be 0x0000000A & 0x0000002D(Kräftiger)

Zeno Clash 2: Listed as "0x000000030", should be 0x00000030


These are the absolutely last corrections I have to your HBAO+ list.
Other than these minor issues, it is pretty close to perfect at this point :)

4Fighting
2014-04-30, 17:27:28
Much better :)
The only errors remaining now are, that you are using too many zeroes in some of the listed AO profiles.
Also the title for "Dead Rising 2" is still wrongly called "Dead Island 2".
The remaining errors are:

Blood Knights: Listed as "0x00000002D", should be 0x0000002D

Dead Rising 2 & Off the Record: The title "Dead Island 2 & Off The Record" should be Dead Rising 2 & Off the Record

GTA: Episodes From Liberty City: Listed as "0x000000010", should be 0x00000010

Stalker Shadow of Chernobyl: Listed as "0x000000029", should be 0x00000029

Tom Clancy`s Rainbow Ghost Recon Advanced Warfighter 2: Listed as "0x000000004", should be 0x00000004

Ys Origin: Listed as "0x00000002A", should be 0x0000002A

Ys The Oath in Felghana: Listed as "0x00000002A", should be 0x0000002A

Zeno Clash: Listed as "0x00000000A & 0x00000002D(Kräftiger)", should be 0x0000000A & 0x0000002D(Kräftiger)

Zeno Clash 2: Listed as "0x000000030", should be 0x00000030


These are the absolutely last corrections I have to your HBAO+ list.
Other than these minor issues, it is pretty close to perfect at this point :)

Two sugestions from my side:

Batmann = Batman
Tom Clancy`s Rainbow Sex Vegas 2 :biggrin:

@Crimson

Danke für die Liste:)

SLIKnight
2014-04-30, 18:27:47
Two sugestions from my side:

Tom Clancy`s Rainbow Sex Vegas 2 :biggrin:


Haha, can't believe I missed that one ;D
Also, the title for GRAW 2 is still wrong:

Tom Clancy`s Rainbow Ghost Recon Advanced Warfighter 2

CrimsoN
2014-05-01, 13:58:59
Haha, can't believe I missed that one ;D
Also, the title for GRAW 2 is still wrong:

Tom Clancy`s Rainbow Ghost Recon Advanced Warfighter 2
Two sugestions from my side:

Batmann = Batman
Tom Clancy`s Rainbow Sex Vegas 2 :biggrin:

@Crimson

Danke für die Liste:)
Much better :)
The only errors remaining now are, that you are using too many zeroes in some of the listed AO profiles.
Also the title for "Dead Rising 2" is still wrongly called "Dead Island 2".
The remaining errors are:

Blood Knights: Listed as "0x00000002D", should be 0x0000002D

Dead Rising 2 & Off the Record: The title "Dead Island 2 & Off The Record" should be Dead Rising 2 & Off the Record

GTA: Episodes From Liberty City: Listed as "0x000000010", should be 0x00000010

Stalker Shadow of Chernobyl: Listed as "0x000000029", should be 0x00000029

Tom Clancy`s Rainbow Ghost Recon Advanced Warfighter 2: Listed as "0x000000004", should be 0x00000004

Ys Origin: Listed as "0x00000002A", should be 0x0000002A

Ys The Oath in Felghana: Listed as "0x00000002A", should be 0x0000002A

Zeno Clash: Listed as "0x00000000A & 0x00000002D(Kräftiger)", should be 0x0000000A & 0x0000002D(Kräftiger)

Zeno Clash 2: Listed as "0x000000030", should be 0x00000030


These are the absolutely last corrections I have to your HBAO+ list.
Other than these minor issues, it is pretty close to perfect at this point :)

So hoffe das nun echt alle schreib Fehler beseitig sind :D
Und vielen dank für eure Hilfe und wenn ihr wollt könnt ihr den Liste/Link gern weiterleiten, Teilen oder sonst was damit machen :D

P.s.: Tom Clancy`s Rainbow Sex Vegas 2 war volle Absicht :D

CrimsoN
2014-05-01, 17:48:04
HBAO+ für Borderlands 2 Game of the Year Edition

Bits = 0x00000020

Link:
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html#post6391738

MrBonk
2014-05-02, 04:23:21
HBAO+ für Borderlands 2 Game of the Year Edition

Bits = 0x00000020

Link:
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html#post6391738
Thank you.

grizu
2014-05-02, 15:28:43
The Amazing Spider-Man 2 AA Bits 0x00411245 um die Grafik etwas erträglicher zu machen.
Disable ingame AA

BeetleatWar1977
2014-05-04, 20:05:43
Heartstone: Heros of Warcraft

0x004000C1 für OGSSAA

http://abload.de/thumb/hearthstone_2014_05_0gwkzc.jpg (http://abload.de/image.php?img=hearthstone_2014_05_0gwkzc.jpg)

SLIKnight
2014-05-05, 18:27:50
HBAO+ für Borderlands 2 Game of the Year Edition

Bits = 0x00000020

Link:
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html#post6391738

Nice job with Borderlands 2 :)
I noticed, that you also added "0x0000000F" for Diablo III, whereas MrBonk has the official flag "0x0000002A" listed.
Does "0x0000000F" work better than the official flag, or is this also a typo?

CrimsoN
2014-05-05, 18:32:37
Nice job with Borderlands 2 :)
I noticed, that you also added "0x0000000F" for Diablo III, whereas MrBonk has the official flag "0x0000002A" listed.
Does "0x0000000F" work better than the official flag, or is this also a typo?

War nur ein Tippfehler von mir wie es aus schaut

Blade II
2014-05-05, 21:55:29
Hey folks! Sorry for a little bit off-topic:

I'm currently working on a web application that (hopefully) helps us to manage all the compatibility flags for anti aliasing, sli and ambient occlusion.

To give you an idea about what I'm talking about:
http://root.demon-coding.net/hosts/nvprofiles/

This is a non-functional prototype of the interface. It shows several sections on the left:

Overview
Dashboard: Just some basic overview about the project
Recent Changes: Kind of log that keeps track of which games/flags have been changed in the past time

Compatibility Flags
Games: The heart of the whole app where you can add, delete and modify compatibility flags of each game.
Profiles: I've got the idea to provide game profiles for downloading which are fully configured and "ready to use". (You will need NVInspector to import them)

Exporting
Export as List: A tool that generates BB-Code tables with all the flags in it. Basically what we are using atm in the first post of this thread.
Export as Profiles: Mass export as NVInspector-Profiles (See "Profiles" above)

Importing
Import Profiles: [Planned feature that might be added if everything else is finished.] Import your fully configured NVProfiles right into the app. This can be used to provide the 'game profiles for downloading' (See "Profiles" above) or an automatic import of compatibility flags.

... and one of these sections on the right:

A list of games with compatibility flags for msaa, ogssaa, sgssaa, hbao and sli. You can click on the MSAA-flag of Gothic 3 for example to open up a popup window that shows an editing mask for this flag. This mask provides input fields for the compatibility flag itself, the required DirectX level, a freeform for annotations in several languages (german, english and ... uhm french, just exemplary :D) and another freeform for all the URLs.

So all in all I hope that some of you will participate in the project and help to fill in the flags and all the other stuff. If someone has any great ideas (e.g. a fancy feature) I would be also very lucky to hear about it :).

Progress was a bit slow during the past weeks because I'm quite busy with work and studies but I hope to get the app finished by the end of July.

Greetings,
Blade II

PS: I've written the whole post in English because a lot of flags have been contributed by non-german-speaking-users (strange word) like SLIKnight and MrBonk. Hope that's okay, otherwise I'm going to translate it into German as well ;).

MrBonk
2014-05-06, 08:47:23
Hm. Is there a way to put in additional information for a given game?

Ex: A game that has certain requirements for certain things, like a game needing or not needing the AA fix or requires a specific method to disable in game AO?

Blade II
2014-05-06, 23:40:07
Hm. Is there a way to put in additional information for a given game?

Ex: A game that has certain requirements for certain things, like a game needing or not needing the AA fix or requires a specific method to disable in game AO?
Yes sure! Would it be sufficient to use the annotation-field for that? Otherwise me might link to forums posts at 3DC or Guru3D. The AA fix might get a special/separated field. Thanks for the idea! :)

Blade II
2014-05-08, 17:38:51
Rise of the Argonauts
Engine: Unreal Engine 3 (2008)

MSAA:: 0x00000045 (drivers default)
SGSSAA: 0x000000C1
HBAO: 0x00000030

Default|8x MSAA|8x SGSSAA|8x SGSSAA + HBAO|NVInspector
http://abload.de/thumb/noaa-noaoxjkxm.png (http://abload.de/image.php?img=noaa-noaoxjkxm.png)|http://abload.de/thumb/8xmsaa-noaolskvi.png (http://abload.de/image.php?img=8xmsaa-noaolskvi.png)|http://abload.de/thumb/8xsgssaa-noaom2km7.png (http://abload.de/image.php?img=8xsgssaa-noaom2km7.png)|http://abload.de/thumb/8xsgssaa-hbaoqlj94.png (http://abload.de/image.php?img=8xsgssaa-hbaoqlj94.png)|http://abload.de/thumb/riseoftheargonauts_in1tej1.png (http://abload.de/image.php?img=riseoftheargonauts_in1tej1.png)


Open LiquidEngine.ini in [...]\Documents\My Games\Rise of the Argonauts\LiquidGame\Config

Change these Parameters for better performance and smoother shadows:

[Engine.GameEngine]
bSmoothFrameRate=False

[SystemSettings]
UseVsync=False
ShadowFilterQualityBias=4
MaxShadowResolution=4096
ShadowFilterRadius=5.000000
ShadowDepthBias=0.008000

[FullScreenMovie]
;StartupMovies=Logos
;StartupMovies=BinkLogo
;StartupMovies=FMODLogo
;StartupMovies=UnrealLogo
;StartupMovies=Legal
;StartupMovies=Loading

CrimsoN
2014-05-08, 20:16:30
Rise of the Argonauts
Engine: Unreal Engine 3 (2008)

SGSSAA: 0x000000C1
HBAO: 0x00000030

8x SGSSAA + HBAO|NVInspector
http://abload.de/thumb/riseoftheargonauts-20gtdti.png (http://abload.de/image.php?img=riseoftheargonauts-20gtdti.png)|http://abload.de/thumb/riseoftheargonauts_in1tej1.png (http://abload.de/image.php?img=riseoftheargonauts_in1tej1.png)


Open LiquidEngine.ini in [...]\Documents\My Games\Rise of the Argonauts\LiquidGame\Config

Change these Parameters for better performance and smoother shadows:

[Engine.GameEngine]
bSmoothFrameRate=False

[SystemSettings]
UseVsync=False
ShadowFilterQualityBias=4
MaxShadowResolution=4096
ShadowFilterRadius=5.000000
ShadowDepthBias=0.008000

[FullScreenMovie]
;StartupMovies=Logos
;StartupMovies=BinkLogo
;StartupMovies=FMODLogo
;StartupMovies=UnrealLogo
;StartupMovies=Legal
;StartupMovies=Loading


Thx dude !

MrBonk
2014-05-08, 20:32:22
Rise of the Argonauts
Engine: Unreal Engine 3 (2008)

SGSSAA: 0x000000C1
HBAO: 0x00000030

8x SGSSAA + HBAO|NVInspector
http://abload.de/thumb/riseoftheargonauts-20gtdti.png (http://abload.de/image.php?img=riseoftheargonauts-20gtdti.png)|http://abload.de/thumb/riseoftheargonauts_in1tej1.png (http://abload.de/image.php?img=riseoftheargonauts_in1tej1.png)


Open LiquidEngine.ini in [...]\Documents\My Games\Rise of the Argonauts\LiquidGame\Config

Change these Parameters for better performance and smoother shadows:

[Engine.GameEngine]
bSmoothFrameRate=False

[SystemSettings]
UseVsync=False
ShadowFilterQualityBias=4
MaxShadowResolution=4096
ShadowFilterRadius=5.000000
ShadowDepthBias=0.008000

[FullScreenMovie]
;StartupMovies=Logos
;StartupMovies=BinkLogo
;StartupMovies=FMODLogo
;StartupMovies=UnrealLogo
;StartupMovies=Legal
;StartupMovies=Loading

Thank you.

Would you mind adding pictures of HBAO on and off?

CrimsoN
2014-05-08, 22:21:22
alice madness returns and HBAO+ = 0x0000001C
Link:
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html#post6414787

Blade II
2014-05-08, 23:04:45
Thank you.

Would you mind adding pictures of HBAO on and off?
Sure! I'll add them at the weekend.
alice madness returns and HBAO+ = 0x0000001C
Link:
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html#post6414787
Klasse Fund!
Wie geht ihr überhaupt bei den HBAO Bits vor? Stupide von oben nach unten alle durch testen oder konntet ihr schon irgendwelche Muster erkennen?

BTW: Nutzt du auf den Shots SGSSAA? Vor einiger Zeit habe ich bei Alice mit SMAA + Downsampling im Vergleich ein schärferes Bild bekommen: https://www.forum-3dcenter.org/vbulletin/showpost.php?p=9726677&postcount=4062

CrimsoN
2014-05-08, 23:24:34
Sure! I'll add them at the weekend.

Klasse Fund!
Wie geht ihr überhaupt bei den HBAO Bits vor? Stupide von oben nach unten alle durch testen oder konntet ihr schon irgendwelche Muster erkennen?

BTW: Nutzt du auf den Shots SGSSAA? Vor einiger Zeit habe ich bei Alice mit SMAA + Downsampling im Vergleich ein schärferes Bild bekommen: https://www.forum-3dcenter.org/vbulletin/showpost.php?p=9726677&postcount=4062

Also ich geh gerade alle meine Spiele durch und Test ^^
Und naja also bis auf alle die Unreal engine nutzen nicht :D

P.s: Nein bei alles Alice nutze ich keine SGSSAA, das wahr auch nur fix drauf um es mal zu testen ob ich HBAO+ nutzen kann.
Aber ich hatte früher auch DS nutzten mit meiner alten GTX460!

CrimsoN
2014-05-09, 01:38:40
DukeForever mit HABO+ = 0x0000001F
Link:
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html#post6415069

Orcs Must Die! 2 mit HBAO+ = 0x00000026
Link:
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html#post6415079

SLIKnight
2014-05-09, 02:26:10
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
SGSSAA and HBAO+ information in Outlast
-------------------------------------------------------------------------------------------------------------------------------------------------------------------

The SGSSAA flag "0x080000C1" currently in the AA list for Outlast (http://store.steampowered.com/app/238320/) no longer works without serious issues: Guru3D AA thread (#1340) (http://forums.guru3d.com/showpost.php?p=4650190&postcount=1340)
When forcing SGSSAA with this flag, you just get a performance slowdown and a black screen at the main menu, with only the menu text showing.
Fortunately this can be completely fixed by instead using "0x080010C1":

8xSGSSAA (0x080000C1)|8xSGSSAA (0x080010C1)
http://abload.de/thumb/outlast_0x080000c1bbkuj.png (http://abload.de/image.php?img=outlast_0x080000c1bbkuj.png)|http://abload.de/thumb/outlast_0x080010c10tjuo.png (http://abload.de/image.php?img=outlast_0x080010c10tjuo.png)


I also found a reasonably well functioning HBAO+ flag "0x00000025" for Outlast.
Alternatively "0x00000010" can also be used, but unfortunately this flag flickers on and off under certain lighting conditions.

The only downside to "0x00000025" is, that it causes the AO to "lock out of phase" with the image occasionally.
This problem is much worse with driver SGSSAA forced, so I recommend simply using driver downsampling with the "0x00000025" AO profile.
These AO "ghost effects" only happen very rarely, and I still think "25" is the overall best HBAO+ solution in Outlast.

-------------------------------------------------------------------------------------------------------------------------------------------------------------------
SLI scaling and tweaking
-------------------------------------------------------------------------------------------------------------------------------------------------------------------

It is a well known fact, that the official SLI profile "0x02402005" suffers from scaling issues, especially when SGSSAA is forced.
A partial solution is the "0x42402005" profile: #1185 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9937124&postcount=1185)
However the best possible performance is achieved with "0x42402205".
DX9 SLI bit #9 does cause some very rare and minor light bleeding issues, but these mainly occur in the opening scenes of the game before you enter Mount Massive Asylum :)

Due to all of the above arguments, I'm now simply using 2x2 driver downsampling combined with HBAO+ forced with "0x00000025" in Outlast.
Please note, that it isn't possible to select a "custom" resolution through the ingame graphics settings.
The only way to use driver downsampling is to set "bUseCustomResolution=True" and adjust the values of "CustomResX" and "CustomResY" under the [OLGame.OLEngine] section of your "OLEngine.ini" file.

Here are some comparison screenshots of the final result at 3840x2400 downsampled to 1920x1200:

0x42402005 (No AO)|0x42402005 (HBAO+)|0x42402205 (HBAO+)|0x42402005 vs. 0x42402205
http://abload.de/thumb/olgame1_noao_0x4240203qjw9.png (http://abload.de/image.php?img=olgame1_noao_0x4240203qjw9.png)|http://abload.de/thumb/olgame1_0x00000026_0x8xjrz.png (http://abload.de/image.php?img=olgame1_0x00000026_0x8xjrz.png)|http://abload.de/thumb/olgame1_0x00000026_0x10ktd.png (http://abload.de/image.php?img=olgame1_0x00000026_0x10ktd.png)| +33.8%
http://abload.de/thumb/olgame2_noao_0x424020oij6c.png (http://abload.de/image.php?img=olgame2_noao_0x424020oij6c.png)|http://abload.de/thumb/olgame2_0x00000026_0xqzjmp.png (http://abload.de/image.php?img=olgame2_0x00000026_0xqzjmp.png)|http://abload.de/thumb/olgame2_0x00000026_0xzikpr.png (http://abload.de/image.php?img=olgame2_0x00000026_0xzikpr.png)|+27.7%
http://abload.de/thumb/olgame3_noao_0x424020cek5t.png (http://abload.de/image.php?img=olgame3_noao_0x424020cek5t.png)|http://abload.de/thumb/olgame3_0x00000026_0xyxkj2.png (http://abload.de/image.php?img=olgame3_0x00000026_0xyxkj2.png)|http://abload.de/thumb/olgame3_0x00000026_0xmijq4.png (http://abload.de/image.php?img=olgame3_0x00000026_0xmijq4.png)|+32.2%

http://abload.de/thumb/outlast_settingsshknd.png (http://abload.de/image.php?img=outlast_settingsshknd.png) http://abload.de/thumb/outlast_inspector33pzc.png (http://abload.de/image.php?img=outlast_inspector33pzc.png)

OLEngine.ini

[Engine.Engine]
bSmoothFrameRate=FALSE

[WinDrv.WindowsClient]
AllowJoystickInput=0

[VOIP]
bHasVoiceEnabled=false

[OLGame.OLEngine]
bSmoothFrameRate=False
bUseCustomResolution=True
CustomResX=3840
CustomResY=2400

OLGame.ini

[OLGame.OLHero]
DefaultFOV=100.0
RunningFOV=110.0
CamcorderNVMaxFOV=93.0
CamcorderMaxFOV=93.0
NrmBatteryDuration=250.0
HardBatteryDuration=250.0

OLInput.ini

[Engine.PlayerInput]
bEnableMouseSmoothing=false

OLSystemSettings.ini

[SystemSettings]
MotionBlur=False
MotionBlurPause=False
MotionBlurSkinning=0
UseVsync=False
MaxAnisotropy=16

ConsoleVariables.ini

[Startup]
ImageGrain = 0.4

MrBonk
2014-05-09, 02:28:17
Thanks Everyone!

MrBonk
2014-05-09, 02:58:56
Would someone mind translating the DNF post for me? Google Translate returns somewhat gibberish that I can't quite get the intent from.

http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html#post6414787

I did notice in this picture that the buffer is a bit strong and bleeding through a few things http://extreme.pcgameshardware.de/attachments/737968d1399592253-sammelthread-hbao-kompatibilitaetsbits-dukeforever_2014_05_09_01_34_53_756.jpg

But with the mod picture it's not there. But AO doesn't seem to be applied. So i'm a little confused.

Sorry *

MrBonk
2014-05-09, 03:04:07
The SGSSAA flag "0x080000C1" currently in the AA list for Outlast no longer works without serious issues.
When forcing SGSSAA with this flag, you just get a performance slowdown and a black screen at the main menu, with only the menu text showing.
Fortunately this can be completely fixed by instead using "0x080010C1":

8xSGSSAA (0x080000C1)|8xSGSSAA (0x080010C1)
http://abload.de/thumb/outlast_0x080000c1bbkuj.png (http://abload.de/image.php?img=outlast_0x080000c1bbkuj.png)|http://abload.de/thumb/outlast_0x080010c10tjuo.png (http://abload.de/image.php?img=outlast_0x080010c10tjuo.png)


I also found a very nice HBAO+ flag "0x00000010" for Outlast.
Ingame SSAO can be enabled and disabled using the "AmbientOcclusion" command found in the [SystemSettings] section of OLSystemSettings.ini, but in my testing this command is completely inoperational and makes absolutely no difference ingame:

8xSGSSAA (No AO)|8xSGSSAA (SSAO)|8xSGSSAA (HBAO+)|Graphics settings|NVIDIA Inspector
http://abload.de/thumb/outlast_noao_indoorsrefop.png (http://abload.de/image.php?img=outlast_noao_indoorsrefop.png)|http://abload.de/thumb/outlast_ingamessao_ini2cnl.png (http://abload.de/image.php?img=outlast_ingamessao_ini2cnl.png)|http://abload.de/thumb/outlast_0x00000010_inxvdi1.png (http://abload.de/image.php?img=outlast_0x00000010_inxvdi1.png)|http://abload.de/thumb/outlast_graphics_setteai06.png (http://abload.de/image.php?img=outlast_graphics_setteai06.png)|http://abload.de/thumb/outlast_inspectort6e7u.png (http://abload.de/image.php?img=outlast_inspectort6e7u.png)




So is there SSAO visible at all in the game even with it disabled in the .ini?

Is there a "Defaultcompat.ini" where it may be in there where you can modify it?

With Afterfall insanity this was the only way to disable SSAO

CrimsoN
2014-05-09, 03:09:14
Mafia 2 = 0x00000018
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html#post6415090

MrBonk
2014-05-09, 03:12:55
Mafia 2 = 0x00000018
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html#post6415090
http://img.pandawhale.com/61223-James-Franco-thanks-man-gif-kaxG.gif

CrimsoN
2014-05-09, 03:14:12
The SGSSAA flag "0x080000C1" currently in the AA list for Outlast no longer works without serious issues.
When forcing SGSSAA with this flag, you just get a performance slowdown and a black screen at the main menu, with only the menu text showing.
Fortunately this can be completely fixed by instead using "0x080010C1":

8xSGSSAA (0x080000C1)|8xSGSSAA (0x080010C1)
http://abload.de/thumb/outlast_0x080000c1bbkuj.png (http://abload.de/image.php?img=outlast_0x080000c1bbkuj.png)|http://abload.de/thumb/outlast_0x080010c10tjuo.png (http://abload.de/image.php?img=outlast_0x080010c10tjuo.png)


I also found a very nice HBAO+ flag "0x00000010" for Outlast.
Ingame SSAO can be enabled and disabled using the "AmbientOcclusion" command found in the [SystemSettings] section of OLSystemSettings.ini, but in my testing this command is completely inoperational and makes absolutely no difference ingame:

8xSGSSAA (No AO)|8xSGSSAA (SSAO)|8xSGSSAA (HBAO+)|Graphics settings|NVIDIA Inspector
http://abload.de/thumb/outlast_noao_indoorsrefop.png (http://abload.de/image.php?img=outlast_noao_indoorsrefop.png)|http://abload.de/thumb/outlast_ingamessao_ini2cnl.png (http://abload.de/image.php?img=outlast_ingamessao_ini2cnl.png)|http://abload.de/thumb/outlast_0x00000010_inxvdi1.png (http://abload.de/image.php?img=outlast_0x00000010_inxvdi1.png)|http://abload.de/thumb/outlast_graphics_setteai06.png (http://abload.de/image.php?img=outlast_graphics_setteai06.png)|http://abload.de/thumb/outlast_inspectort6e7u.png (http://abload.de/image.php?img=outlast_inspectort6e7u.png)



Wenn ich das richtig verstehe kann man SSAO im Spiele nicht abschalten ?

http://img.pandawhale.com/61223-James-Franco-thanks-man-gif-kaxG.gif

Das is einer der geilsten Kiffer Filme ever :D

MrBonk
2014-05-09, 03:17:00
Haha yeah it's pretty great! :D

CrimsoN
2014-05-09, 03:18:47
Haha yeah it's pretty great! :D

Und jetzt habe ich nichts mehr hier zum.... :uhippie:

CrimsoN
2014-05-09, 04:10:43
Transformers - Kampf um Cybertron mit HBAO+ = 0x00000002
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits-2.html#post6415101

4Fighting
2014-05-09, 06:36:16
Would someone mind translating the DNF post for me? Google Translate returns somewhat gibberish that I can't quite get the intent from.


But with the mod picture it's not there. But AO doesn't seem to be applied. So i'm a little confused.

Sorry *

Basically you have to turn off an option called "special visual effects" or something like that in tne options menu in order to get this work.

SLIKnight
2014-05-09, 15:06:00
Wenn ich das richtig verstehe kann man SSAO im Spiele nicht abschalten ?


No, you misunderstood that :)
What I am saying is, that "AmbientOcclusion=False" or "AmbientOcclusion=True" in OLSystemSettings.ini produces exactly the same image.
Only forcing HBAO+ with "0x00000010" adds an AO effect in Outlast ;)

SLIKnight
2014-05-09, 15:14:04
Mafia 2 = 0x00000018
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html#post6415090

I noticed, that in your NVIDIA Inspector screenshot for Mafia 2 you are using "0x00000026" and not "0x00000018".
Is this a mistake?
Which AO flag is the correct one?

SLIKnight
2014-05-09, 15:21:16
So is there SSAO visible at all in the game even with it disabled in the .ini?

Is there a "Defaultcompat.ini" where it may be in there where you can modify it?

With Afterfall insanity this was the only way to disable SSAO

No, to me it doesn't look like there is any SSAO applied ingame at all Very High settings in Outlast.
The only way to get AO in this game is to force HBAO+ :)
No other .ini methods of "disabling" SSAO either, as far as I can tell.

CrimsoN
2014-05-09, 16:01:36
No, to me it doesn't look like there is any SSAO applied ingame at all Very High settings in Outlast.
The only way to get AO in this game is to force HBAO+ :)
No other .ini methods of "disabling" SSAO either, as far as I can tell.

0x00000018 sind die richtigen !

SLIKnight
2014-05-09, 16:32:51
0x00000018 sind die richtigen !

Please forgive me for being a little confused.
It says "0x00000014" in your HBAO+ list and "0x00000018" in your Mafia 2 post, and on top of that "0x00000026" appears in your NVIDIA Inspector screenshot :confused:
I know "0x00000018" is the correct HBAO+ flag for Mafia 2, but most other people would be very confused ;)
Also, the link for Mafia 2 in the list is broken:
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits-2.html#post6415090

Furthermore could you please add "0x00000010" to your list for Outlast?
It applies a nice and subtle HBAO+ effect without causing any side effects:
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10205893&postcount=5811

CrimsoN
2014-05-10, 02:03:40
Please forgive me for being a little confused.
It says "0x00000014" in your HBAO+ list and "0x00000018" in your Mafia 2 post, and on top of that "0x00000026" appears in your NVIDIA Inspector screenshot :confused:
I know "0x00000018" is the correct HBAO+ flag for Mafia 2, but most other people would be very confused ;)
Also, the link for Mafia 2 in the list is broken:
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits-2.html#post6415090

Furthermore could you please add "0x00000010" to your list for Outlast?
It applies a nice and subtle HBAO+ effect without causing any side effects:
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10205893&postcount=5811

Ja beim dem screenshot ist mir wohl ein fehler passier werde Heute oder so ausgleichen ! Und Outlast nehme ich in die Liste gern auf wenn ich wider nüchtern bin :D

Deisi
2014-05-10, 10:12:46
Mit den genannten AA Bits für Outlast chrasht das Spiel bei mir immer noch direkt beim Start. :confused:
Die HBAO+ Bits funktionieren perfekt.

SLIKnight
2014-05-10, 17:18:04
Mit den genannten AA Bits für Outlast chrasht das Spiel bei mir immer noch direkt beim Start. :confused:
Die HBAO+ Bits funktionieren perfekt.

You need to use "0x080010C1" for SGSSAA in Outlast, NOT "0x080000C1".
I have absolutely no problems at 1920x1200 with 8xSGSSAA (0x080010C1) and HBAO+ (0x00000010) with the 337.50 drivers :)
Also make sure to use "0x42402005" as your SLI profile, otherwise the game won't scale fully with SGSSAA forced.

Teo_90
2014-05-10, 18:50:22
You need to use "0x080010C1" for SGSSAA in Outlast, NOT "0x080000C1".
I have absolutely no problems at 1920x1200 with 8xSGSSAA (0x080010C1) and HBAO+ (0x00000010) with the 337.50 drivers :)
Also make sure to use "0x42402005" as your SLI profile, otherwise the game won't scale fully with SGSSAA forced.

With 8xSGSSAA i don't get 60 FPS, altough i am using GTX 780 in SLI :(
Both GPU's are not being used at their maximum power :(

aufkrawall
2014-05-10, 19:14:28
Ja, AFR hat in Outlast nicht richtig funktioniert. Zumindest nicht mit forciertem AA.
Musst du SLI-AA nutzen.

SLIKnight
2014-05-10, 19:24:53
With 8xSGSSAA i don't 60 FPS, altough i am using GTX 780 in SLI :(
Both GPU's are not being used at their maximum power :(

Scaling isn't perfect with "0x42402005" in Outlast, but performance is still very smooth for me at 1200P with 8xSGSSAA and HBAO+ :)
SLI-AA is usually more trouble than it is worth in my experience.

aufkrawall
2014-05-10, 19:26:18
It worked without problems for me in almost every game.

SLIKnight
2014-05-10, 19:29:30
Yes it works fine (now), I'm just not crazy about sacrificing one card only for AA ;)

aufkrawall
2014-05-10, 19:36:28
Sooner or later there are places in the game with poor performance with AFR + AA, either by stuttering or by bad scaling (+ general performance hunger).

unlightm
2014-05-11, 01:09:43
hi all anyone have a AA flag for nekro yet
http://darkforgegames.com/nekro/
thanx for replies

BeetleatWar1977
2014-05-11, 08:29:55
Basically you have to turn off an option called "special visual effects" or something like that in tne options menu in order to get this work.
Would someone mind translating the DNF post for me? Google Translate returns somewhat gibberish that I can't quite get the intent from.

http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html#post6414787

I did notice in this picture that the buffer is a bit strong and bleeding through a few things http://extreme.pcgameshardware.de/attachments/737968d1399592253-sammelthread-hbao-kompatibilitaetsbits-dukeforever_2014_05_09_01_34_53_756.jpg

But with the mod picture it's not there. But AO doesn't seem to be applied. So i'm a little confused.

Sorry *


Whats the problem with visual effects on? I could make a customized Mod-version for this.........

SLIKnight
2014-05-11, 15:34:01
Ja beim dem screenshot ist mir wohl ein fehler passier werde Heute oder so ausgleichen ! Und Outlast nehme ich in die Liste gern auf wenn ich wider nüchtern bin :D

I noticed, that you added Oustlast to your HBAO+ list :up:
But the Mafia 2 entry still needs to be fixed.
The game should be listed as "0x00000018" with this reference: Link (http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits-2.html#post6415090)

Blade II
2014-05-11, 21:50:58
Thank you.

Would you mind adding pictures of HBAO on and off?

I've just updated my post and added the missing pictures:
https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10205374&postcount=5804

CrimsoN
2014-05-11, 21:52:34
I noticed, that you added Oustlast to your HBAO+ list :up:
But the Mafia 2 entry still needs to be fixed.
The game should be listed as "0x00000018" with this reference: Link (http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits-2.html#post6415090)

Jo mach jetzt erst da ich meine Freundin da war und ich erst mal sie beareiten musste ;)


Edit:

Mafia 2 is Update !

BeetleatWar1977
2014-05-11, 22:00:47
Jo mach jetzt erst da ich meine Freundin da war und ich erst mal sie beareiten musste ;)
Pics or it didnt happen... :tongue:

CrimsoN
2014-05-11, 23:03:09
Singularity für HBAO+ = 0x00000020
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits-2.html#post6422912

Sanctum = 0x00000030
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits-2.html#post6423122

Deadpool = LESEN !!
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits-2.html#post6423160

Edgecrusher86
2014-05-12, 16:10:39
Bound By Flame

SGSSAA:
0x004012C1

FXAA ingame deaktivieren

FXAA | 4x SGSSAA | 8x SGSSAA | NV Inspector
http://abload.de/thumb/boundbyflame_2014_05_g7kzg.png (http://abload.de/image.php?img=boundbyflame_2014_05_g7kzg.png)| http://abload.de/thumb/c14xsgiqj9e.png (http://abload.de/image.php?img=c14xsgiqj9e.png) | http://abload.de/thumb/c18xsgi0k1o.png (http://abload.de/image.php?img=c18xsgi0k1o.png) | http://abload.de/thumb/boundbyflameq3kvi.png (http://abload.de/image.php?img=boundbyflameq3kvi.png)


HBAO+ (thx to MrBonk (http://forums.guru3d.com/showpost.php?p=4815269&postcount=417)):
0x00000027

SSAO ingame deaktivieren


Wie ich eben gesehen habe, sind die Bits bei Guru3D (http://forums.guru3d.com/showpost.php?p=4815304&postcount=2015) schon gelistet, hier aber noch nicht.
Man sollte aber bedenken, dass schon bei 4x SGSSAA die Min. fps mit GK110 SLI bei ~ 50 liegen. Mit einer GTX 780 Ti hat der User bei Guru3D 35 - 40 fps.
Mit 8x SGSSAA wird dann auch bei TITAN der VRAM richtig gefüllt und es bleiben im SLI 24 - 33 fps (30 - 39 mit HBAO+)! :freak:

Angaben bei Verwendung von SSAO Ultra


VSync ist standardmäßig aktiviert, es gibt ingame keine Option -> deaktivieren über Dokumente\Bound By Flame\graphicconfig.txt
VSYNC=0
http://abload.de/thumb/boundbyflame_2014_05_rkj89.png (http://abload.de/image.php?img=boundbyflame_2014_05_rkj89.png)

Ab 4x SGSSAA würde ich aber VSync aktiviert lassen, auch mit SGSSAA liegt man mit SLI meist um die 60 fps, vom nicht vorhandenen Tearing erst gar nicht zu reden.


P.S.: Wer den 337.50 Beta, so wie ich , ohne GFE Profile-Updates nutzt, muss im Profil die Release .exe (BoundByFlame.exe) adden!

SLIKnight
2014-05-12, 22:38:31
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
SLI and HBAO+ bits information in Oblivion
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I did some extensive SLI and HBAO+ testing in one of my absolute favorite RPG games of the last decade, namely The Elder Scrolls IV: Oblivion.
In general Oblivion scales very well with SLI, as long as you are not CPU limited of course.

But I did find, that adding SLI bit #30 to the official profile "0x02000005" reduces loading stuttering when moving around the game world, and also improves the minimum framerate.
All other SLI bits I tried, either had absolutely no impact on performance or smoothness or actually decreased performance.
The final SLI profile then becomes "0x42000005".

In terms of HBAO+, I discovered that "0x00000005" provides a somewhat stronger AO effect than the official AO flag "0x00000011":

8xSGSSAA (No AO)|8xSGSSAA (0x00000011)|8xSGSSAA (0x00000005)|NVIDIA Inspector
http://abload.de/thumb/oblivion1_noao_8xsgsshyayz.png (http://abload.de/image.php?img=oblivion1_noao_8xsgsshyayz.png)|http://abload.de/thumb/oblivion1_0x00000011_9jaap.png (http://abload.de/image.php?img=oblivion1_0x00000011_9jaap.png)|http://abload.de/thumb/oblivion1_0x00000005_o7x8r.png (http://abload.de/image.php?img=oblivion1_0x00000005_o7x8r.png)|http://abload.de/thumb/oblivion_inspector5vy99.png (http://abload.de/image.php?img=oblivion_inspector5vy99.png)


[General]
SStartingCell=

SStartingCellY=
SStartingCellX=
SStartingWorld=

STestFile10=
STestFile9=
STestFile8=
STestFile7=
STestFile6=
STestFile5=
STestFile4=
STestFile3=
STestFile2=
STestFile1=

bEnableProfile=0
bDrawSpellContact=0
bRunMiddleLowLevelProcess=1
iHoursToSleep=3
bActorLookWithHavok=0
SMainMenuMusicTrack=special\tes4title.mp3
bUseEyeEnvMapping=1
bFixFaceNormals=0
bUseFaceGenHeads=1
bFaceMipMaps=1
bFaceGenTexturing=1
bDefaultCOCPlacement=0
uGridDistantTreeRange=15
uGridDistantCount=15
uGridsToLoad=5
fGlobalTimeMultiplier=1.0000
bNewAnimation=1
fAnimationDefaultBlend=0.1000
fAnimationMult=1.0000
bFixAIPackagesOnLoad=0
bForceReloadOnEssentialCharacterDeath=1
bKeepPluginWhenMerging=0
bCreate Maps Enable=0
SLocalSavePath=Saves\
SLocalMasterPath=Data\
bDisableDuplicateReferenceCheck=1
bTintMipMaps=0
uInterior Cell Buffer=3
uExterior Cell Buffer=36
iIntroSequencePriority=3
bPreloadIntroSequence=1
fStaticScreenWaitTime=3.0000
SCreditsMenuMovie=CreditsMenu.bik
SMainMenuMovie=Map loop.bik
SMainMenuMovieIntro=
SIntroSequence=
iFPSClamp=0
bRunVTuneTest=0
STestFile1=
bActivateAllQuestScripts=0
fQuestScriptDelayTime=5.0000
SMainMenuMusic=Special\TES4Title.mp3
bUseThreadedBlood=0
bUseThreadedMorpher=0
bExternalLODDataFiles=1
bBorderRegionsEnabled=1
bDisableHeadTracking=0
bTrackAllDeaths=0
SCharGenQuest=0002466E
uiFaceGenMaxEGTDataSize=67108864
uiFaceGenMaxEGMDataSize=67108864
SBetaCommentFileName=
bCheckCellOffsetsOnInit=0
bCreateShaderPackage=0
uGridDistantTreeRangeCity=4
uGridDistantCountCity=4
bWarnOnMissingFileEntry=0
iSaveGameBackupCount=1
bDisplayMissingContentDialogue=1
SSaveGameSafeCellID=2AEEA
bAllowScriptedAutosave=1
bPreemptivelyUnloadCells=0
bCheckIDsOnInit=0
iNumBitsForFullySeen=248
iPreloadSizeLimit=104857600
SOblivionIntro=OblivionIntro.bik
bUseHardDriveCache=0
bEnableBoundingVolumeOcclusion=0
bDisplayBoundingVolumes=0
bUseThreadedTempEffects=0
bUseThreadedParticleSystem=0
bUseMyGamesDirectory=1


[Display]
uVideoDeviceIdentifierPart1=3619102270
uVideoDeviceIdentifierPart2=298799940
uVideoDeviceIdentifierPart3=2758507861
uVideoDeviceIdentifierPart4=902087196
fDecalLifetime=10.0000
bEquippedTorchesCastShadows=0
bReportBadTangentSpace=0
bStaticMenuBackground=1
bForcePow2Textures=0
bForce1XShaders=0
bHighQuality20Lighting=0
bAllow20HairShader=1
bAllowScreenShot=0
iMultiSample=0
bDoTallGrassEffect=1
bForceMultiPass=1
bDoTexturePass=1
bDoSpecularPass=1
bDoDiffusePass=1
bDoAmbientPass=1
bDoCanopyShadowPass=1
bDrawShadows=0
bUseRefractionShader=1
bUse Shaders=1
iNPatchNOrder=0
iNPatchPOrder=0
iNPatches=0
iLocation Y=0
iLocation X=0
bFull Screen=1
iSize W=1920
iSize H=1200
iAdapter=0
iScreenShotIndex=0
SScreenShotBaseName=ScreenShot
iAutoViewMinDistance=2000
iAutoViewHiFrameRate=40
iAutoViewLowFrameRate=20
bAutoViewDistance=0
fDefaultFOV=75.0000
fNearDistance=10.0000
fFarDistance=10000.0000
iDebugTextLeftRightOffset=10
iDebugTextTopBottomOffset=10
bShowMenuTextureUse=1
iDebugText=2
bLocalMapShader=1
bDoImageSpaceEffects=1
fShadowLOD2=400.0000
fShadowLOD1=200.0000
fLightLOD2=1500.0000
fLightLOD1=1000.0000
fSpecularLOD2=1300.0000
fSpecularLOD1=1000.0000
fEnvMapLOD2=800.0000
fEnvMapLOD1=500.0000
fEyeEnvMapLOD2=190.0000
fEyeEnvMapLOD1=130.0000
iPresentInterval=0
iShadowFilter=2
iActorShadowCountExt=10
iActorShadowCountInt=10
bActorSelfShadowing=1
bShadowsOnGrass=0
bDynamicWindowReflections=1
iTexMipMapSkip=0
fGrassStartFadeDistance=6000.0
fGrassEndDistance=7000.0
bDecalsOnSkinnedGeometry=1
bFullBrightLighting=0
iMaxLandscapeTextures=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0
fSpecualrStartMax=1000.0000
fSpecularStartMin=0.0000
iActorShadowIntMax=10
iActorShadowIntMin=0
iActorShadowExtMax=10
iActorShadowExtMin=0
fGammaMax=0.6000
fGammaMin=1.4000
iMaxDecalsPerFrame=10
bLandscapeBlend=1
fShadowFadeTime=1.0000
fGamma=1.0000
bAllowPartialPrecision=1
iShadowMapResolution=1024
bAllow30Shaders=0
iTexMipMapMinimum=0
bDoStaticAndArchShadows=0
bDoActorShadows=0
bIgnoreResolutionCheck=0
fNoLODFarDistancePct=1.0000
fNoLODFarDistanceMax=10240.0000
fNoLODFarDistanceMin=1700.0000



[Controls]
fVersion=1.8000
Forward=0011FFFF
Back=001FFFFF
Slide Left=001EFFFF
Slide Right=0020FFFF
Use=00FF00FF
Activate=0039FFFF
Block=003801FF
Cast=002EFFFF
Ready Item=0021FFFF
Crouch/Sneak=001DFFFF
Run=002AFFFF
Always Run=003AFFFF
Auto Move=0010FFFF
Jump=0012FFFF
Toggle POV=001302FF
Menu Mode=000FFFFF
Rest=0014FFFF
Quick Menu=003BFFFF
Quick1=0002FFFF
Quick2=0003FFFF
Quick3=0004FFFF
Quick4=0005FFFF
Quick5=0006FFFF
Quick6=0007FFFF
Quick7=0008FFFF
Quick8=0009FFFF
QuickSave=003FFFFF
QuickLoad=0043FFFF
Grab=002CFFFF
bInvertYValues=0
fXenonLookXYMult=0.0005
fMouseSensitivity=0.0020
;X = 1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6
iJoystickMoveFrontBack=2
iJoystickMoveLeftRight=1
fJoystickMoveFBMult=1.0000
fJoystickMoveLRMult=1.0000
iJoystickLookUpDown=6
iJoystickLookLeftRight=3
fJoystickLookUDMult=0.0020
fJoystickLookLRMult=0.0020
fXenonMenuMouseXYMult=0.0003
bBackground Mouse=0
bBackground Keyboard=0
bUse Joystick=0
fXenonLookMult=0.0030
fXenonMenuStickSpeedMaxMod=5.0000
iXenonMenuStickSpeedThreshold=20000
iXenonMenuStickThreshold=1000
;Language values: 0-English, 1-German, 2-French, 3-Spanish, 4-Italian
iLanguage=0
SlideLeft=001EFFFF
SlideRight=0020FFFF
fXenonMenuStickMapCursorMinSpeed=1.0000
fXenonMenuStickMapCursorMaxSpeed=15.0000
fXenonMenuStickMapCursorGamma=0.1700
fXenonMenuStickSpeedPlayerRotMod=3000.0000
fXenonMenuDpadRepeatSpeed=300.0000
fXenonMenuStickSpeed=300.0000
iXenonMenuStickDeadZone=15000


[Water]
fAlpha=0.5000
uSurfaceTextureSize=128
SSurfaceTexture=water
SNearWaterOutdoorID=NearWaterOutdoorLoop
SNearWaterIndoorID=NearWaterIndoorLoop
fNearWaterOutdoorTolerance=1024.0000
fNearWaterIndoorTolerance=512.0000
fNearWaterUnderwaterVolume=0.9000
fNearWaterUnderwaterFreq=0.3000
uNearWaterPoints=8
uNearWaterRadius=1000
uSurfaceFrameCount=32
uSurfaceFPS=12
bUseWaterReflectionsMisc=1
bUseWaterReflectionsStatics=1
bUseWaterReflectionsTrees=1
bUseWaterReflectionsActors=1
bUseWaterReflections=1
bUseWaterHiRes=1
bUseWaterDisplacements=1
bUseWaterShader=1
uDepthRange=125
bUseWaterDepth=1
bUseWaterLOD=1
fTileTextureDivisor=4.7500
fSurfaceTileSize=2048.0000
uNumDepthGrids=3

[Audio]
bDSoundHWAcceleration=1
fMinSoundVel=10.0000
fMetalLargeMassMin=25.0000
fMetalMediumMassMin=8.0000
fStoneLargeMassMin=30.0000
fStoneMediumMassMin=5.0000
fWoodLargeMassMin=15.0000
fWoodMediumMassMin=7.0000
fDialogAttenuationMax=35.0000
fDialogAttenuationMin=7.7500
bUseSoundDebugInfo=1
fUnderwaterFrequencyDelta=0.0000
bUseSoftwareAudio3D=0
fDefaultEffectsVolume=0.8000
fDefaultMusicVolume=0.3000
fDefaultFootVolume=0.8000
fDefaultVoiceVolume=0.8000
fDefaultMasterVolume=1.0000
bMusicEnabled=0
bSoundEnabled=1
fLargeWeaponWeightMin=25.0000
fMediumWeaponWeightMin=8.0000
fSkinLargeMassMin=30.0000
fSkinMediumMassMin=5.0000
fChainLargeMassMin=30.0000
fChainMediumMassMin=5.0000
fDBVoiceAttenuationIn2D=0.0000
iCollisionSoundTimeDelta=50
fGlassLargeMassMin=25.0000
fGlassMediumMassMin=8.0000
fClothLargeMassMin=25.0000
fClothMediumMassMin=8.0000
fEarthLargeMassMin=30.0000
fEarthMediumMassMin=5.0000
bUseSpeedForWeaponSwish=1
fLargeWeaponSpeedMax=0.9500
fMediumWeaponSpeedMax=1.1000
fPlayerFootVolume=0.9000
fDSoundRolloffFactor=4.0000
fMaxFootstepDistance=1100.0000
fHeadroomdB=2.0000
iMaxImpactSoundCount=32
fMainMenuMusicVolume=0.6000


[ShockBolt]
bDebug=0
fGlowColorB=1.0000
fGlowColorG=0.6000
fGlowColorR=0.0000
fCoreColorB=1.0000
fCoreColorG=1.0000
fCoreColorR=1.0000
fCastVOffset=-10.0000
iNumBolts=7
fBoltGrowWidth=1.0000
fBoltSmallWidth=3.0000
fTortuosityVariance=8.0000
fSegmentVariance=35.0000
fBoltsRadius=24.0000

[Pathfinding]
bDrawPathsDefault=0
bPathMovementOnly=0
bDrawSmoothFailures=0
bDebugSmoothing=0
bSmoothPaths=1
bSnapToAngle=0
bDebugAvoidance=0
bDisableAvoidance=0
bBackgroundPathing=0
bUseBackgroundPathing=1

[MAIN]
bEnableBorderRegion=1
fLowPerfCombatantVoiceDistance=1000.0000
iDetectionHighNumPicks=40
fQuestScriptDelayTime=5.0000
iLastHDRSetting=-1


[Combat]
bEnableBowZoom=1
bDebugCombatAvoidance=0
fMinBloodDamage=1.0000
fHitVectorDelay=0.4000
iShowHitVector=0
fLowPerfNPCTargetLOSTimer=1.0000
fHiPerfNPCTargetLOSTimer=0.5000
iMaxHiPerfNPCTargetCount=4
fLowPerfPCTargetLOSTimer=0.5000
fHiPerfPCTargetLOSTimer=0.2500
iMaxHiPerfPCTargetCount=4
iMaxHiPerfCombatCount=4


[HAVOK]
bDisablePlayerCollision=0
fJumpAnimDelay=0.7500
bTreeTops=0
iSimType=1
bPreventHavokAddAll=0
bPreventHavokAddClutter=0
fMaxTime=0.0167
bHavokDebug=0
fRF=1000.0000
fOD=0.9000
fSE=0.3000
fSD=0.9800
iResetCounter=5
fMoveLimitMass=95.0000
iUpdateType=0
bHavokPick=0
fCameraCasterSize=1.0000
iHavokSkipFrameCountTEST=0
fHorseRunGravity=3.0000
fQuadrupedPitchMult=1.0000
iNumHavokThreads=1
fChaseDeltaMult=0.0500
iEntityBatchRemoveRate=100
iMaxPicks=40
bAddBipedWhenKeyframed=0


[Interface]
fDlgLookMult=0.3000
fDlgLookAdj=0.0000
fDlgLookDegStop=0.2000
fDlgLookDegStart=2.0000
fDlgFocus=2.1000
fKeyRepeatInterval=50.0000
fKeyRepeatTime=500.0000
fActivatePickSphereRadius=16.0000
fMenuModeAnimBlend=0.0000
iSafeZoneX=20
iSafeZoneY=20
iSafeZoneXWide=20
iSafeZoneYWide=20
fMenuPlayerLightDiffuseBlue=0.8000
fMenuPlayerLightDiffuseGreen=0.8000
fMenuPlayerLightDiffuseRed=0.8000
fMenuPlayerLightAmbientBlue=0.2500
fMenuPlayerLightAmbientGreen=0.2500
fMenuPlayerLightAmbientRed=0.2500
bAllowConsole=1
bActivatePickUseGamebryoPick=0
iMaxViewCasterPicksGamebryo=10
iMaxViewCasterPicksHavok=10
iMaxViewCasterPicksFuzzy=5
bUseFuzzyPicking=1
fMenuBGBlurRadius=2.0000

[LoadingBar]
iMoveBarWaitingMilliseconds=10
iMoveBarChaseMilliseconds=100
iMoveBarMaxMilliseconds=2500
fLoadingSlideDelay=15.0000
fPercentageOfBar3=0.1500
fPercentageOfBar2=0.4400
fPercentageOfBar1=0.3500
fPercentageOfBar0=0.0600
bShowSectionTimes=0

[Menu]
fCreditsScrollSpeed=40.0000
iConsoleTextYPos=890
iConsoleTextXPos=30
iConsoleVisibleLines=15
iConsoleHistorySize=50
rDebugTextColor=255,251,233
iConsoleFont=3
iDebugTextFont=3



[GamePlay]
bDisableDynamicCrosshair=0
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0
bCrossHair=0
iDifficultyLevel=50
bGeneralSubtitles=0
bDialogueSubtitles=1
bInstantLevelUp=0
bHealthBarShowing=0
fHealthBarFadeOutSpeed=1.0000
fHealthBarSpeed=80.0000
fHealthBarHeight=4.0000
fHealthBarWidth=40.0000
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000
STrackLevelUpPath=
fDifficulty=0.0000
bTrackLevelUps=1
bAllowHavokGrabTheLiving=0
bEssentialTakeNoDamage=1
iDetectionPicks=21
bSaveOnInteriorExteriorSwitch=0


[Fonts]
SFontFile_1=Data\Fonts\Kingthings_Regular.fnt
SFontFile_2=Data\Fonts\Kingthings_Shadowed.fnt
SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt
SFontFile_4=Data\Fonts\Daedric_Font.fnt
SFontFile_5=Data\Fonts\Handwritten.fnt


[SpeedTree]
iTreeClonesAllowed=1
fCanopyShadowGrassMult=1.0000
iCanopyShadowScale=512
fTreeForceMaxBudAngle=-1.0000
fTreeForceMinBudAngle=-1.0000
fTreeForceLeafDimming=-1.0000
fTreeForceBranchDimming=-1.0000
fTreeForceCS=-1.0000
fTreeForceLLA=-1.0000
fTreeLODExponent=1.0000
bEnableTrees=1
bForceFullLOD=0
fLODTreeMipMapLODBias=-0.7500
fLocalTreeMipMapLODBias=-0.2500


[Debug]
bDebugFaceGenCriticalSection=0
bDebugFaceGenMultithreading=0
bDebugSaveBuffer=0



bBackgroundLoadLipFiles=0
bLoadBackgroundFaceGen=0
bUseMultiThreadedFaceGen=1
bBackgroundCellLoads=1
bLoadHelmetsInBackground=1
iAnimationClonePerLoop=5
bSelectivePurgeUnusedOnFastTravel=0
bUseMultiThreadedTrees=1
iPostProcessMillisecondsEditor=50
iPostProcessMillisecondsLoadingQueuedPriority=20
iPostProcessMilliseconds=5
bUseBackgroundFileLoader=0


[LOD]
fLodDistance=500.0000
bUseFaceGenLOD=0
iLODTextureTiling=2
iLODTextureSizePow2=8
fLODNormalTextureBlend=0.5000
bDisplayLODLand=1
bDisplayLODBuildings=1
bDisplayLODTrees=1
bLODPopTrees=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0
fLODFadeOutMultActors=15.0000
fLODFadeOutMultItems=15.0000
fLODFadeOutMultObjects=15.0000
fLODMultLandscape=1.0000
fLODMultTrees=2.0000
fLODMultActors=10.0000
fLODMultItems=10.0000
fLODMultObjects=10.0000
iFadeNodeMinNearDistance=400
fLODFadeOutPercent=0.9000
fLODBoundRadiusMult=3.0000
fTalkingDistance=2000.0000

fTreeLODMax=2.0000
fTreeLODMin=0.0200
fTreeLODDefault=1.2000
fObjectLODMax=15.0000
fObjectLODMin=1.0000
fObjectLODDefault=5.0000
fItemLODMax=15.0000
fItemLODMin=1.0000
fItemLODDefault=2.0000
fActorLODMax=15.0000
fActorLODMin=2.0000
fActorLODDefault=5.0000
bLODUseCombinedLandNormalMaps=1
bForceHideLODLand=0
fLODQuadMinLoadDistance=65536.0000
fLODFadeOutActorMultInterior=1.0000
fLODFadeOutItemMultInterior=1.0000
fLODFadeOutObjectMultInterior=1.0000
fLODFadeOutActorMultCity=1.0000
fLODFadeOutItemMultCity=1.0000
fLODFadeOutObjectMultCity=1.0000
fLODFadeOutActorMultComplex=1.0000
fLODFadeOutItemMultComplex=1.0000
fLODFadeOutObjectMultComplex=1.0000
fLODLandVerticalBias=0.0000

[Weather]
fSunGlareSize=350.0000
fSunBaseSize=250.0000
bPrecipitation=1
fAlphaReduce=1.0000
SBumpFadeColor=255,255,255,255
SLerpCloseColor=255,255,255,255
SEnvReduceColor=255,255,255,255

[Voice]
SFileTypeLTF=ltf
SFileTypeLip=lip
SFileTypeSource=wav
SFileTypeGame=mp3


[Grass]
iMinGrassSize=80
fGrassEndDistance=8000.0000
fGrassStartFadeDistance=7000.0000
bGrassPointLighting=0
bDrawShaderGrass=1
iGrassDensityEvalSize=2
iMaxGrassTypesPerTexure=2
fWaveOffsetRange=1.7500
fGrassWindMagnitudeMax=125.0000
fGrassWindMagnitudeMin=5.0000
fTexturePctThreshold=0.3000

[Landscape]
bCurrentCellOnly=0
bPreventSafetyCheck=0
fLandTextureTilingMult=2.0000
fLandFriction=2.5000
iLandBorder2B=0
iLandBorder2G=0
iLandBorder2R=0
iLandBorder1B=0
iLandBorder1G=255
iLandBorder1R=255


[bLightAttenuation]
fQuadraticRadiusMult=1.0000
fLinearRadiusMult=1.0000
bOutQuadInLin=0
fConstantValue=0.0000
fQuadraticValue=16.0000
fLinearValue=3.0000
uQuadraticMethod=2
uLinearMethod=1
fFlickerMovement=8.0000
bUseQuadratic=1
bUseLinear=0
bUseConstant=0


[BlurShaderHDRInterior]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1


[BlurShaderHDR]
fTargetLUM=1.2000
fUpperLUMClamp=1.0000
fGrassDimmer=1.3000
fTreeDimmer=1.2000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.7000
fSunlightDimmer=1.3000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fBrightScale=1.5000
fBrightClamp=0.3500
fBlurRadius=4.0000
iNumBlurpasses=2
iBlendType=2
bDoHighDynamicRange=1


[BlurShader]
fSunlightDimmer=1.0000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fAlphaAddExterior=0.2000
fAlphaAddInterior=0.5000
iBlurTexSize=256
fBlurRadius=0.0300
iNumBlurpasses=1
iBlendType=2
bUseBlurShader=0


[GethitShader]
fBlurAmmount=0.5000
fBlockedTexOffset=0.0010
fHitTexOffset=0.0050
[MESSAGES]
bBlockMessageBoxes=0
bSkipProgramFlows=1
bAllowYesToAll=1
bDisableWarning=1
iFileLogging=0
bSkipInitializationFlows=1
[DistantLOD]
bUseLODLandData=0
fFadeDistance=12288.0000
iDistantLODGroupWidth=8
[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.

[Archive]
SMasterMiscArchiveFileName=Oblivion - Misc.bsa
SMasterVoicesArchiveFileName2=Oblivion - Voices2.bsa
SMasterVoicesArchiveFileName1=Oblivion - Voices1.bsa
SMasterSoundsArchiveFileName=Oblivion - Sounds.bsa
SMasterTexturesArchiveFileName1=Oblivion - Textures - Compressed.bsa
SMasterMeshesArchiveFileName=Oblivion - Meshes.bsa
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa
[CameraPath]
iTake=0
SDirectoryName=TestCameraPath
iFPS=60
SNif=Test\CameraPath.nif
[Absorb]
fAbsorbGlowColorB=1.0000
fAbsorbGlowColorG=0.6000
fAbsorbGlowColorR=0.0000
fAbsorbCoreColorB=1.0000
fAbsorbCoreColorG=1.0000
fAbsorbCoreColorR=1.0000
iAbsorbNumBolts=1
fAbsorbBoltGrowWidth=0.0000
fAbsorbBoltSmallWidth=7.0000
fAbsorbTortuosityVariance=2.0000
fAbsorbSegmentVariance=7.0000
fAbsorbBoltsRadius=5.0000
[OPENMP]
iThreads=3
iOpenMPLevel=10
[TestAllCells]
bFileShowTextures=1
bFileShowIcons=1
bFileSkipIconChecks=0
bFileTestLoad=0
bFileNeededMessage=1
bFileGoneMessage=1
bFileSkipModelChecks=0
bFileCheckModelCollision=0
[CopyProtectionStrings]
SCopyProtectionMessage2=Insert the Oblivion Disc.
SCopyProtectionTitle2=Oblivion Disc Not Found
SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.
SCopyProtectionTitle=CD-ROM Drive Not Found

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Modding and screenshot gallery
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Oblivion is one of those games, where modding is essential.
The overall quality of the texture work is not great in the vanilla game, and the viewing distance for most objects is severely limited by the LOD system of the older iteration of Bethesda's gamebryo (http://en.wikipedia.org/wiki/Gamebryo) engine.
Here is a complete list of the all the mods I'm using (installed in this specific order):


[B]Base installation

1) Install retail game and patch to version 1.2.0416
2) Use the 3gb enabler (http://www.nexusmods.com/oblivion/mods/23254/) mod to make Oblivion.exe large address aware
3) Install Immersive Interface (http://www.nexusmods.com/oblivion/mods/4109)
4) Set the HUD orientation to "Center Compass" and spell effect timer to "Graphical Timer"

Mikal33's Textures

1) Improved Doors and Flora (http://www.nexusmods.com/oblivion/mods/8298)
2) Improved Trees and Flora 1 (http://www.nexusmods.com/oblivion/mods/8500)
3) Improved Trees and Flora 2 (http://www.nexusmods.com/oblivion/mods/11891)
4) Improved Signs (http://www.nexusmods.com/oblivion/mods/9498)
5) Improved Fruits, Vegetables and Meats (http://www.nexusmods.com/oblivion/mods/10487)
6) Improved Amulets and Rings (http://www.nexusmods.com/oblivion/mods/17147)

Characters

1) Improved Facial Textures (http://www.nexusmods.com/oblivion/mods/5643)
2) New Face Textures (http://www.nexusmods.com/oblivion/mods/14805)
3) Improved Argonian Facial Textures 1.1 (http://www.nexusmods.com/oblivion/mods/6611)
4) Improved Argonian Body Textures (http://www.strategyinformer.com/pc/theelderscrollsivoblivion/mod/17909.html)
5) Tamriel NPCs Revamped (http://www.nexusmods.com/oblivion/mods/39872) (Place right after Oblivion.esm in the load order)
6) Passive Beasts (http://www.nexusmods.com/oblivion/mods/1845)

Environment

1) Beaming Sunglare (http://www.nexusmods.com/oblivion/mods/16533)
2) Phinix Waterfix v2 (http://www.nexusmods.com/oblivion/mods/6680/)
3) Real Night Sky (http://www.nexusmods.com/oblivion/mods/16617/)
4) Night Sky Fire and Ice (http://www.nexusmods.com/oblivion/mods/3787) (Only install Blue Masser and New Secunda)

Landscape LOD

1) Koldorn's LOD Noise Replacer (http://www.nexusmods.com/oblivion/mods/9952) (Use medium version)
2) Better Tiling textures for Qarl pack 4096 (http://www.nexusmods.com/oblivion/mods/6996/?)
3) Qarl's LOD normals 4096 compressed (http://www.strategyinformer.com/pc/theelderscrollsivoblivion/mod/18143.html)

Sound

1) Oblivion Stereo Sound Overhaul (http://www.nexusmods.com/oblivion/mods/5861)
2) Better Storms and Weather (http://www.nexusmods.com/oblivion/mods/6306) (Only install sound files)

Qarl's Texture Pack 3 (QTP3)

1) QTP3 (http://elderscrolls.filefront.com/file/Qarls_Texture_Pack_3;83706)
2) QTP3 Patch 1.3 (http://elderscrolls.filefront.com/file/Qarls_Texture_Pack_3_Patch1;85429)

Really Almost Everything Visible When Distant (RAEVWD)

1) RAEVWD (http://www.nexusmods.com/oblivion/mods/20053)
2) RAEVWD QTP3 Texture pack (http://www.nexusmods.com/oblivion/mods/20053) by "Brumbek"
3) TES4LODGen (http://www.nexusmods.com/oblivion/mods/15781)

As you see, my game is quite heavily modded, and almost all aspects of vanilla Oblivion are improved upon, not just the graphics ;)
Here are some screenshots of the final result with both 8xSGSSAA and "Quality" HBAO+ forced:

http://abload.de/thumb/oblivion_2014_05_12_175zee.png (http://abload.de/image.php?img=oblivion_2014_05_12_175zee.png) http://abload.de/thumb/oblivion_2014_05_12_12kyme.png (http://abload.de/image.php?img=oblivion_2014_05_12_12kyme.png) http://abload.de/thumb/oblivion_2014_05_12_1g1awm.png (http://abload.de/image.php?img=oblivion_2014_05_12_1g1awm.png) http://abload.de/thumb/oblivion_2014_05_12_10mxb7.png (http://abload.de/image.php?img=oblivion_2014_05_12_10mxb7.png) http://abload.de/thumb/oblivion_2014_05_12_1ilb21.png (http://abload.de/image.php?img=oblivion_2014_05_12_1ilb21.png) http://abload.de/thumb/oblivion_2014_05_12_1ffbny.png (http://abload.de/image.php?img=oblivion_2014_05_12_1ffbny.png) http://abload.de/thumb/oblivion_2014_05_12_17zlj3.png (http://abload.de/image.php?img=oblivion_2014_05_12_17zlj3.png)

A modded Oblivion is still very demanding with 8xSGSSAA and HBAO+ forced at 1920x1200, even for my 780 GTX SLI setup.
For that reason I'm only using 8xSGSSAA when playing the game, but with everything else set up exactly like described above.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Other Bethesda RPG games
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Ever since I bought Oblivion back in 2006, I have loved Bethesda's singleplayer RPG games.
That is why I also wrote tweakguides for Fallout 3, Fallout: New Vegas and Skyrim, which can be found here:

Fallout 3 tweakguide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10157672&postcount=5668)
Fallout: New Vegas tweakguide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10158868&postcount=5672)
The Elder Scrolls V: Skyrim tweakguide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10184469&postcount=5756)

Blade II
2014-05-12, 23:00:22
Absolutely fantastic work. The game looks awesome on your screenshots :)

CrimsoN
2014-05-12, 23:11:55
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
SLI and HBAO+ bits information in Oblivion
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I did some extensive SLI and HBAO+ testing in one of my absolute favorite RPG games of the last decade, namely The Elder Scrolls IV: Oblivion.
In general Oblivion scales very well with SLI, as long as you are not CPU limited of course.

But I did find, that adding SLI bit #30 to the official profile "0x02000005" reduces loading stuttering when moving around the game world, and also improves the minimum framerate.
All other SLI bits I tried, either had absolutely no impact on performance or smoothness or actually decreased performance.
The final SLI profile then becomes "0x42000005".

In terms of HBAO+, I discovered that "0x00000005" provides a somewhat stronger AO effect than the official AO flag "0x00000011":

8xSGSSAA (No AO)|8xSGSSAA (0x00000011)|8xSGSSAA (0x00000005)|NVIDIA Inspector
http://abload.de/thumb/oblivion1_noao_8xsgsshyayz.png (http://abload.de/image.php?img=oblivion1_noao_8xsgsshyayz.png)|http://abload.de/thumb/oblivion1_0x00000011_9jaap.png (http://abload.de/image.php?img=oblivion1_0x00000011_9jaap.png)|http://abload.de/thumb/oblivion1_0x00000005_o7x8r.png (http://abload.de/image.php?img=oblivion1_0x00000005_o7x8r.png)|http://abload.de/thumb/oblivion_inspector5vy99.png (http://abload.de/image.php?img=oblivion_inspector5vy99.png)


[General]
SStartingCell=

SStartingCellY=
SStartingCellX=
SStartingWorld=

STestFile10=
STestFile9=
STestFile8=
STestFile7=
STestFile6=
STestFile5=
STestFile4=
STestFile3=
STestFile2=
STestFile1=

bEnableProfile=0
bDrawSpellContact=0
bRunMiddleLowLevelProcess=1
iHoursToSleep=3
bActorLookWithHavok=0
SMainMenuMusicTrack=special\tes4title.mp3
bUseEyeEnvMapping=1
bFixFaceNormals=0
bUseFaceGenHeads=1
bFaceMipMaps=1
bFaceGenTexturing=1
bDefaultCOCPlacement=0
uGridDistantTreeRange=15
uGridDistantCount=15
uGridsToLoad=5
fGlobalTimeMultiplier=1.0000
bNewAnimation=1
fAnimationDefaultBlend=0.1000
fAnimationMult=1.0000
bFixAIPackagesOnLoad=0
bForceReloadOnEssentialCharacterDeath=1
bKeepPluginWhenMerging=0
bCreate Maps Enable=0
SLocalSavePath=Saves\
SLocalMasterPath=Data\
bDisableDuplicateReferenceCheck=1
bTintMipMaps=0
uInterior Cell Buffer=3
uExterior Cell Buffer=36
iIntroSequencePriority=3
bPreloadIntroSequence=1
fStaticScreenWaitTime=3.0000
SCreditsMenuMovie=CreditsMenu.bik
SMainMenuMovie=Map loop.bik
SMainMenuMovieIntro=
SIntroSequence=
iFPSClamp=0
bRunVTuneTest=0
STestFile1=
bActivateAllQuestScripts=0
fQuestScriptDelayTime=5.0000
SMainMenuMusic=Special\TES4Title.mp3
bUseThreadedBlood=0
bUseThreadedMorpher=0
bExternalLODDataFiles=1
bBorderRegionsEnabled=1
bDisableHeadTracking=0
bTrackAllDeaths=0
SCharGenQuest=0002466E
uiFaceGenMaxEGTDataSize=67108864
uiFaceGenMaxEGMDataSize=67108864
SBetaCommentFileName=
bCheckCellOffsetsOnInit=0
bCreateShaderPackage=0
uGridDistantTreeRangeCity=4
uGridDistantCountCity=4
bWarnOnMissingFileEntry=0
iSaveGameBackupCount=1
bDisplayMissingContentDialogue=1
SSaveGameSafeCellID=2AEEA
bAllowScriptedAutosave=1
bPreemptivelyUnloadCells=0
bCheckIDsOnInit=0
iNumBitsForFullySeen=248
iPreloadSizeLimit=104857600
SOblivionIntro=OblivionIntro.bik
bUseHardDriveCache=0
bEnableBoundingVolumeOcclusion=0
bDisplayBoundingVolumes=0
bUseThreadedTempEffects=0
bUseThreadedParticleSystem=0
bUseMyGamesDirectory=1


[Display]
uVideoDeviceIdentifierPart1=3619102270
uVideoDeviceIdentifierPart2=298799940
uVideoDeviceIdentifierPart3=2758507861
uVideoDeviceIdentifierPart4=902087196
fDecalLifetime=10.0000
bEquippedTorchesCastShadows=0
bReportBadTangentSpace=0
bStaticMenuBackground=1
bForcePow2Textures=0
bForce1XShaders=0
bHighQuality20Lighting=0
bAllow20HairShader=1
bAllowScreenShot=0
iMultiSample=0
bDoTallGrassEffect=1
bForceMultiPass=1
bDoTexturePass=1
bDoSpecularPass=1
bDoDiffusePass=1
bDoAmbientPass=1
bDoCanopyShadowPass=1
bDrawShadows=0
bUseRefractionShader=1
bUse Shaders=1
iNPatchNOrder=0
iNPatchPOrder=0
iNPatches=0
iLocation Y=0
iLocation X=0
bFull Screen=1
iSize W=1920
iSize H=1200
iAdapter=0
iScreenShotIndex=0
SScreenShotBaseName=ScreenShot
iAutoViewMinDistance=2000
iAutoViewHiFrameRate=40
iAutoViewLowFrameRate=20
bAutoViewDistance=0
fDefaultFOV=75.0000
fNearDistance=10.0000
fFarDistance=10000.0000
iDebugTextLeftRightOffset=10
iDebugTextTopBottomOffset=10
bShowMenuTextureUse=1
iDebugText=2
bLocalMapShader=1
bDoImageSpaceEffects=1
fShadowLOD2=400.0000
fShadowLOD1=200.0000
fLightLOD2=1500.0000
fLightLOD1=1000.0000
fSpecularLOD2=1300.0000
fSpecularLOD1=1000.0000
fEnvMapLOD2=800.0000
fEnvMapLOD1=500.0000
fEyeEnvMapLOD2=190.0000
fEyeEnvMapLOD1=130.0000
iPresentInterval=0
iShadowFilter=2
iActorShadowCountExt=10
iActorShadowCountInt=10
bActorSelfShadowing=1
bShadowsOnGrass=0
bDynamicWindowReflections=1
iTexMipMapSkip=0
fGrassStartFadeDistance=6000.0
fGrassEndDistance=7000.0
bDecalsOnSkinnedGeometry=1
bFullBrightLighting=0
iMaxLandscapeTextures=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0
fSpecualrStartMax=1000.0000
fSpecularStartMin=0.0000
iActorShadowIntMax=10
iActorShadowIntMin=0
iActorShadowExtMax=10
iActorShadowExtMin=0
fGammaMax=0.6000
fGammaMin=1.4000
iMaxDecalsPerFrame=10
bLandscapeBlend=1
fShadowFadeTime=1.0000
fGamma=1.0000
bAllowPartialPrecision=1
iShadowMapResolution=1024
bAllow30Shaders=0
iTexMipMapMinimum=0
bDoStaticAndArchShadows=0
bDoActorShadows=0
bIgnoreResolutionCheck=0
fNoLODFarDistancePct=1.0000
fNoLODFarDistanceMax=10240.0000
fNoLODFarDistanceMin=1700.0000



[Controls]
fVersion=1.8000
Forward=0011FFFF
Back=001FFFFF
Slide Left=001EFFFF
Slide Right=0020FFFF
Use=00FF00FF
Activate=0039FFFF
Block=003801FF
Cast=002EFFFF
Ready Item=0021FFFF
Crouch/Sneak=001DFFFF
Run=002AFFFF
Always Run=003AFFFF
Auto Move=0010FFFF
Jump=0012FFFF
Toggle POV=001302FF
Menu Mode=000FFFFF
Rest=0014FFFF
Quick Menu=003BFFFF
Quick1=0002FFFF
Quick2=0003FFFF
Quick3=0004FFFF
Quick4=0005FFFF
Quick5=0006FFFF
Quick6=0007FFFF
Quick7=0008FFFF
Quick8=0009FFFF
QuickSave=003FFFFF
QuickLoad=0043FFFF
Grab=002CFFFF
bInvertYValues=0
fXenonLookXYMult=0.0005
fMouseSensitivity=0.0020
;X = 1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6
iJoystickMoveFrontBack=2
iJoystickMoveLeftRight=1
fJoystickMoveFBMult=1.0000
fJoystickMoveLRMult=1.0000
iJoystickLookUpDown=6
iJoystickLookLeftRight=3
fJoystickLookUDMult=0.0020
fJoystickLookLRMult=0.0020
fXenonMenuMouseXYMult=0.0003
bBackground Mouse=0
bBackground Keyboard=0
bUse Joystick=0
fXenonLookMult=0.0030
fXenonMenuStickSpeedMaxMod=5.0000
iXenonMenuStickSpeedThreshold=20000
iXenonMenuStickThreshold=1000
;Language values: 0-English, 1-German, 2-French, 3-Spanish, 4-Italian
iLanguage=0
SlideLeft=001EFFFF
SlideRight=0020FFFF
fXenonMenuStickMapCursorMinSpeed=1.0000
fXenonMenuStickMapCursorMaxSpeed=15.0000
fXenonMenuStickMapCursorGamma=0.1700
fXenonMenuStickSpeedPlayerRotMod=3000.0000
fXenonMenuDpadRepeatSpeed=300.0000
fXenonMenuStickSpeed=300.0000
iXenonMenuStickDeadZone=15000


[Water]
fAlpha=0.5000
uSurfaceTextureSize=128
SSurfaceTexture=water
SNearWaterOutdoorID=NearWaterOutdoorLoop
SNearWaterIndoorID=NearWaterIndoorLoop
fNearWaterOutdoorTolerance=1024.0000
fNearWaterIndoorTolerance=512.0000
fNearWaterUnderwaterVolume=0.9000
fNearWaterUnderwaterFreq=0.3000
uNearWaterPoints=8
uNearWaterRadius=1000
uSurfaceFrameCount=32
uSurfaceFPS=12
bUseWaterReflectionsMisc=1
bUseWaterReflectionsStatics=1
bUseWaterReflectionsTrees=1
bUseWaterReflectionsActors=1
bUseWaterReflections=1
bUseWaterHiRes=1
bUseWaterDisplacements=1
bUseWaterShader=1
uDepthRange=125
bUseWaterDepth=1
bUseWaterLOD=1
fTileTextureDivisor=4.7500
fSurfaceTileSize=2048.0000
uNumDepthGrids=3

[Audio]
bDSoundHWAcceleration=1
fMinSoundVel=10.0000
fMetalLargeMassMin=25.0000
fMetalMediumMassMin=8.0000
fStoneLargeMassMin=30.0000
fStoneMediumMassMin=5.0000
fWoodLargeMassMin=15.0000
fWoodMediumMassMin=7.0000
fDialogAttenuationMax=35.0000
fDialogAttenuationMin=7.7500
bUseSoundDebugInfo=1
fUnderwaterFrequencyDelta=0.0000
bUseSoftwareAudio3D=0
fDefaultEffectsVolume=0.8000
fDefaultMusicVolume=0.3000
fDefaultFootVolume=0.8000
fDefaultVoiceVolume=0.8000
fDefaultMasterVolume=1.0000
bMusicEnabled=0
bSoundEnabled=1
fLargeWeaponWeightMin=25.0000
fMediumWeaponWeightMin=8.0000
fSkinLargeMassMin=30.0000
fSkinMediumMassMin=5.0000
fChainLargeMassMin=30.0000
fChainMediumMassMin=5.0000
fDBVoiceAttenuationIn2D=0.0000
iCollisionSoundTimeDelta=50
fGlassLargeMassMin=25.0000
fGlassMediumMassMin=8.0000
fClothLargeMassMin=25.0000
fClothMediumMassMin=8.0000
fEarthLargeMassMin=30.0000
fEarthMediumMassMin=5.0000
bUseSpeedForWeaponSwish=1
fLargeWeaponSpeedMax=0.9500
fMediumWeaponSpeedMax=1.1000
fPlayerFootVolume=0.9000
fDSoundRolloffFactor=4.0000
fMaxFootstepDistance=1100.0000
fHeadroomdB=2.0000
iMaxImpactSoundCount=32
fMainMenuMusicVolume=0.6000


[ShockBolt]
bDebug=0
fGlowColorB=1.0000
fGlowColorG=0.6000
fGlowColorR=0.0000
fCoreColorB=1.0000
fCoreColorG=1.0000
fCoreColorR=1.0000
fCastVOffset=-10.0000
iNumBolts=7
fBoltGrowWidth=1.0000
fBoltSmallWidth=3.0000
fTortuosityVariance=8.0000
fSegmentVariance=35.0000
fBoltsRadius=24.0000

[Pathfinding]
bDrawPathsDefault=0
bPathMovementOnly=0
bDrawSmoothFailures=0
bDebugSmoothing=0
bSmoothPaths=1
bSnapToAngle=0
bDebugAvoidance=0
bDisableAvoidance=0
bBackgroundPathing=0
bUseBackgroundPathing=1

[MAIN]
bEnableBorderRegion=1
fLowPerfCombatantVoiceDistance=1000.0000
iDetectionHighNumPicks=40
fQuestScriptDelayTime=5.0000
iLastHDRSetting=-1


[Combat]
bEnableBowZoom=1
bDebugCombatAvoidance=0
fMinBloodDamage=1.0000
fHitVectorDelay=0.4000
iShowHitVector=0
fLowPerfNPCTargetLOSTimer=1.0000
fHiPerfNPCTargetLOSTimer=0.5000
iMaxHiPerfNPCTargetCount=4
fLowPerfPCTargetLOSTimer=0.5000
fHiPerfPCTargetLOSTimer=0.2500
iMaxHiPerfPCTargetCount=4
iMaxHiPerfCombatCount=4


[HAVOK]
bDisablePlayerCollision=0
fJumpAnimDelay=0.7500
bTreeTops=0
iSimType=1
bPreventHavokAddAll=0
bPreventHavokAddClutter=0
fMaxTime=0.0167
bHavokDebug=0
fRF=1000.0000
fOD=0.9000
fSE=0.3000
fSD=0.9800
iResetCounter=5
fMoveLimitMass=95.0000
iUpdateType=0
bHavokPick=0
fCameraCasterSize=1.0000
iHavokSkipFrameCountTEST=0
fHorseRunGravity=3.0000
fQuadrupedPitchMult=1.0000
iNumHavokThreads=1
fChaseDeltaMult=0.0500
iEntityBatchRemoveRate=100
iMaxPicks=40
bAddBipedWhenKeyframed=0


[Interface]
fDlgLookMult=0.3000
fDlgLookAdj=0.0000
fDlgLookDegStop=0.2000
fDlgLookDegStart=2.0000
fDlgFocus=2.1000
fKeyRepeatInterval=50.0000
fKeyRepeatTime=500.0000
fActivatePickSphereRadius=16.0000
fMenuModeAnimBlend=0.0000
iSafeZoneX=20
iSafeZoneY=20
iSafeZoneXWide=20
iSafeZoneYWide=20
fMenuPlayerLightDiffuseBlue=0.8000
fMenuPlayerLightDiffuseGreen=0.8000
fMenuPlayerLightDiffuseRed=0.8000
fMenuPlayerLightAmbientBlue=0.2500
fMenuPlayerLightAmbientGreen=0.2500
fMenuPlayerLightAmbientRed=0.2500
bAllowConsole=1
bActivatePickUseGamebryoPick=0
iMaxViewCasterPicksGamebryo=10
iMaxViewCasterPicksHavok=10
iMaxViewCasterPicksFuzzy=5
bUseFuzzyPicking=1
fMenuBGBlurRadius=2.0000

[LoadingBar]
iMoveBarWaitingMilliseconds=10
iMoveBarChaseMilliseconds=100
iMoveBarMaxMilliseconds=2500
fLoadingSlideDelay=15.0000
fPercentageOfBar3=0.1500
fPercentageOfBar2=0.4400
fPercentageOfBar1=0.3500
fPercentageOfBar0=0.0600
bShowSectionTimes=0

[Menu]
fCreditsScrollSpeed=40.0000
iConsoleTextYPos=890
iConsoleTextXPos=30
iConsoleVisibleLines=15
iConsoleHistorySize=50
rDebugTextColor=255,251,233
iConsoleFont=3
iDebugTextFont=3



[GamePlay]
bDisableDynamicCrosshair=0
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0
bCrossHair=0
iDifficultyLevel=50
bGeneralSubtitles=0
bDialogueSubtitles=1
bInstantLevelUp=0
bHealthBarShowing=0
fHealthBarFadeOutSpeed=1.0000
fHealthBarSpeed=80.0000
fHealthBarHeight=4.0000
fHealthBarWidth=40.0000
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000
STrackLevelUpPath=
fDifficulty=0.0000
bTrackLevelUps=1
bAllowHavokGrabTheLiving=0
bEssentialTakeNoDamage=1
iDetectionPicks=21
bSaveOnInteriorExteriorSwitch=0


[Fonts]
SFontFile_1=Data\Fonts\Kingthings_Regular.fnt
SFontFile_2=Data\Fonts\Kingthings_Shadowed.fnt
SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt
SFontFile_4=Data\Fonts\Daedric_Font.fnt
SFontFile_5=Data\Fonts\Handwritten.fnt


[SpeedTree]
iTreeClonesAllowed=1
fCanopyShadowGrassMult=1.0000
iCanopyShadowScale=512
fTreeForceMaxBudAngle=-1.0000
fTreeForceMinBudAngle=-1.0000
fTreeForceLeafDimming=-1.0000
fTreeForceBranchDimming=-1.0000
fTreeForceCS=-1.0000
fTreeForceLLA=-1.0000
fTreeLODExponent=1.0000
bEnableTrees=1
bForceFullLOD=0
fLODTreeMipMapLODBias=-0.7500
fLocalTreeMipMapLODBias=-0.2500


[Debug]
bDebugFaceGenCriticalSection=0
bDebugFaceGenMultithreading=0
bDebugSaveBuffer=0


[BackgroundLoad]
bBackgroundLoadLipFiles=0
bLoadBackgroundFaceGen=0
bUseMultiThreadedFaceGen=1
bBackgroundCellLoads=1
bLoadHelmetsInBackground=1
iAnimationClonePerLoop=5
bSelectivePurgeUnusedOnFastTravel=0
bUseMultiThreadedTrees=1
iPostProcessMillisecondsEditor=50
iPostProcessMillisecondsLoadingQueuedPriority=20
iPostProcessMilliseconds=5
bUseBackgroundFileLoader=0


[LOD]
fLodDistance=500.0000
bUseFaceGenLOD=0
iLODTextureTiling=2
iLODTextureSizePow2=8
fLODNormalTextureBlend=0.5000
bDisplayLODLand=1
bDisplayLODBuildings=1
bDisplayLODTrees=1
bLODPopTrees=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0
fLODFadeOutMultActors=15.0000
fLODFadeOutMultItems=15.0000
fLODFadeOutMultObjects=15.0000
fLODMultLandscape=1.0000
fLODMultTrees=2.0000
fLODMultActors=10.0000
fLODMultItems=10.0000
fLODMultObjects=10.0000
iFadeNodeMinNearDistance=400
fLODFadeOutPercent=0.9000
fLODBoundRadiusMult=3.0000
fTalkingDistance=2000.0000

fTreeLODMax=2.0000
fTreeLODMin=0.0200
fTreeLODDefault=1.2000
fObjectLODMax=15.0000
fObjectLODMin=1.0000
fObjectLODDefault=5.0000
fItemLODMax=15.0000
fItemLODMin=1.0000
fItemLODDefault=2.0000
fActorLODMax=15.0000
fActorLODMin=2.0000
fActorLODDefault=5.0000
bLODUseCombinedLandNormalMaps=1
bForceHideLODLand=0
fLODQuadMinLoadDistance=65536.0000
fLODFadeOutActorMultInterior=1.0000
fLODFadeOutItemMultInterior=1.0000
fLODFadeOutObjectMultInterior=1.0000
fLODFadeOutActorMultCity=1.0000
fLODFadeOutItemMultCity=1.0000
fLODFadeOutObjectMultCity=1.0000
fLODFadeOutActorMultComplex=1.0000
fLODFadeOutItemMultComplex=1.0000
fLODFadeOutObjectMultComplex=1.0000
fLODLandVerticalBias=0.0000

[Weather]
fSunGlareSize=350.0000
fSunBaseSize=250.0000
bPrecipitation=1
fAlphaReduce=1.0000
SBumpFadeColor=255,255,255,255
SLerpCloseColor=255,255,255,255
SEnvReduceColor=255,255,255,255

[Voice]
SFileTypeLTF=ltf
SFileTypeLip=lip
SFileTypeSource=wav
SFileTypeGame=mp3


[Grass]
iMinGrassSize=80
fGrassEndDistance=8000.0000
fGrassStartFadeDistance=7000.0000
bGrassPointLighting=0
bDrawShaderGrass=1
iGrassDensityEvalSize=2
iMaxGrassTypesPerTexure=2
fWaveOffsetRange=1.7500
fGrassWindMagnitudeMax=125.0000
fGrassWindMagnitudeMin=5.0000
fTexturePctThreshold=0.3000

[Landscape]
bCurrentCellOnly=0
bPreventSafetyCheck=0
fLandTextureTilingMult=2.0000
fLandFriction=2.5000
iLandBorder2B=0
iLandBorder2G=0
iLandBorder2R=0
iLandBorder1B=0
iLandBorder1G=255
iLandBorder1R=255


[bLightAttenuation]
fQuadraticRadiusMult=1.0000
fLinearRadiusMult=1.0000
bOutQuadInLin=0
fConstantValue=0.0000
fQuadraticValue=16.0000
fLinearValue=3.0000
uQuadraticMethod=2
uLinearMethod=1
fFlickerMovement=8.0000
bUseQuadratic=1
bUseLinear=0
bUseConstant=0


[BlurShaderHDRInterior]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1


[BlurShaderHDR]
fTargetLUM=1.2000
fUpperLUMClamp=1.0000
fGrassDimmer=1.3000
fTreeDimmer=1.2000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.7000
fSunlightDimmer=1.3000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fBrightScale=1.5000
fBrightClamp=0.3500
fBlurRadius=4.0000
iNumBlurpasses=2
iBlendType=2
bDoHighDynamicRange=1


[BlurShader]
fSunlightDimmer=1.0000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fAlphaAddExterior=0.2000
fAlphaAddInterior=0.5000
iBlurTexSize=256
fBlurRadius=0.0300
iNumBlurpasses=1
iBlendType=2
bUseBlurShader=0


[GethitShader]
fBlurAmmount=0.5000
fBlockedTexOffset=0.0010
fHitTexOffset=0.0050
[MESSAGES]
bBlockMessageBoxes=0
bSkipProgramFlows=1
bAllowYesToAll=1
bDisableWarning=1
iFileLogging=0
bSkipInitializationFlows=1
[DistantLOD]
bUseLODLandData=0
fFadeDistance=12288.0000
iDistantLODGroupWidth=8
[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.

[Archive]
SMasterMiscArchiveFileName=Oblivion - Misc.bsa
SMasterVoicesArchiveFileName2=Oblivion - Voices2.bsa
SMasterVoicesArchiveFileName1=Oblivion - Voices1.bsa
SMasterSoundsArchiveFileName=Oblivion - Sounds.bsa
SMasterTexturesArchiveFileName1=Oblivion - Textures - Compressed.bsa
SMasterMeshesArchiveFileName=Oblivion - Meshes.bsa
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa
[CameraPath]
iTake=0
SDirectoryName=TestCameraPath
iFPS=60
SNif=Test\CameraPath.nif
[Absorb]
fAbsorbGlowColorB=1.0000
fAbsorbGlowColorG=0.6000
fAbsorbGlowColorR=0.0000
fAbsorbCoreColorB=1.0000
fAbsorbCoreColorG=1.0000
fAbsorbCoreColorR=1.0000
iAbsorbNumBolts=1
fAbsorbBoltGrowWidth=0.0000
fAbsorbBoltSmallWidth=7.0000
fAbsorbTortuosityVariance=2.0000
fAbsorbSegmentVariance=7.0000
fAbsorbBoltsRadius=5.0000
[OPENMP]
iThreads=3
iOpenMPLevel=10
[TestAllCells]
bFileShowTextures=1
bFileShowIcons=1
bFileSkipIconChecks=0
bFileTestLoad=0
bFileNeededMessage=1
bFileGoneMessage=1
bFileSkipModelChecks=0
bFileCheckModelCollision=0
[CopyProtectionStrings]
SCopyProtectionMessage2=Insert the Oblivion Disc.
SCopyProtectionTitle2=Oblivion Disc Not Found
SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.
SCopyProtectionTitle=CD-ROM Drive Not Found

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Modding and screenshot gallery
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Oblivion is one of those games, where modding is essential.
The overall quality of the texture work is not great in the vanilla game, and the viewing distance for most objects is severely limited by the LOD system of the older iteration of Bethesda's gamebryo (http://en.wikipedia.org/wiki/Gamebryo) engine.
Here is a complete list of the all the mods I'm using (installed in this specific order):


As you see, my game is quite heavily modded, and almost all aspects of vanilla Oblivion are improved upon, not just the graphics ;)
Here are some screenshots of the final result with both 8xSGSSAA and "Quality" HBAO+ forced:

http://abload.de/thumb/oblivion_2014_05_12_175zee.png (http://abload.de/image.php?img=oblivion_2014_05_12_175zee.png) http://abload.de/thumb/oblivion_2014_05_12_12kyme.png (http://abload.de/image.php?img=oblivion_2014_05_12_12kyme.png) http://abload.de/thumb/oblivion_2014_05_12_1g1awm.png (http://abload.de/image.php?img=oblivion_2014_05_12_1g1awm.png) http://abload.de/thumb/oblivion_2014_05_12_10mxb7.png (http://abload.de/image.php?img=oblivion_2014_05_12_10mxb7.png) http://abload.de/thumb/oblivion_2014_05_12_1ilb21.png (http://abload.de/image.php?img=oblivion_2014_05_12_1ilb21.png) http://abload.de/thumb/oblivion_2014_05_12_1ffbny.png (http://abload.de/image.php?img=oblivion_2014_05_12_1ffbny.png) http://abload.de/thumb/oblivion_2014_05_12_17zlj3.png (http://abload.de/image.php?img=oblivion_2014_05_12_17zlj3.png)

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Other Bethesda RPG games
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Ever since I bought Oblivion back in 2006, I have loved Bethesda's singleplayer RPG games.
That is why I also wrote tweakguides for Fallout 3, Fallout: New Vegas and Skyrim, which can be found here:

Fallout 3 tweakguide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10157672&postcount=5668)
Fallout: New Vegas tweakguide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10158868&postcount=5672)
The Elder Scrolls V: Skyrim tweakguide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10184469&postcount=5756)

But so far I am very disappointed with Bethesda's apparent lack of effort in the recently released The Elder Scrolls: Online.
Mediocre graphics, no possibility of forcing AA and so far no SLI either.
How the mighty have fallen :(


Thx dude,nice work :umassa:

SLIKnight
2014-05-13, 17:29:50
Thank you very much guys :)
My modding of Oblivion started back in 2006, and have just gradually evolved.

Actually I bought my first SLI setup to play this game when it came out, 7900 GTX SLI.
But back then we couldn't even force MSAA with HDR enabled.
This changed with 8800 GTX SLI though :biggrin:

CrimsoN
2014-05-15, 21:12:10
World of Tanks für HBAO+ 0x00000031

http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits-2.html#post6435782

MrBonk
2014-05-16, 11:24:49
I've just updated my post and added the missing pictures:
https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10205374&postcount=5804
Thanks!

World of Tanks für HBAO+ 0x00000031

http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits-2.html#post6435782
Thanks!

MrBonk
2014-05-16, 11:51:36
- Flashback (2013) -
__________________________
General Information:
When there first was a demo for this, I tested for an SGSSAA flag, but nothing quite looked right. I could never figure out why. It didn't look like it worked properly. And that's still true. But for reasons different than I had thought!
Turns out, it's entirely the DoF that causes issues. And the DoF also somewhat acts as edge AA, explaining why SGSSAA+this DoF doesn't look good. Things are missed, there are resolve issues around many objects and other stuff.

Mind you, when downsampled by itself+FXAA the DoF provides pretty good IQ/AA.

So I decided to poke through the .ini files to see if there was an option akin to the appcompat settings in other UE3 games. And there was!

In the /my games/Flashback/config/FlashbackGame.ini for each setting in the graphics menu there is a sub-list of things each option enables.

Locate "Depth of Field=True" at the highest preset and set it to FALSE.

Viola!

Before http://i.minus.com/iWlDUq74tyk98.png
After http://i.minus.com/iC1XIdx3bqXbI.png
______________________________________

- 0x080000C1 - SGSSAA, OGSSAA

-HBAO+-

0x00000010 (Subtle)
0x00000024 (Strong)
0x00000030 (Strongest)

_______________________________________________
Pictures:

-Jungle comparison-
No AA no DoF http://i.minus.com/iC1XIdx3bqXbI.png
No AA W/DoF http://i.minus.com/iWlDUq74tyk98.png
8xSGSSAA w/DoF http://i.minus.com/iKZaFNnd6y64L.png http://i.minus.com/ibtiYBYzu9gS7d.png
8xSGSSAA no DoF http://i.minus.com/iugciDFV1Xem7.png
2x2 downsampling + FXAA w/DoF http://i.minus.com/iKGzHOAmpCH1H.png

-Title screen-
8xSGSSAA no DoF http://i.minus.com/i6ZbKjSf00Bmt.png
8xSGSSAA w/DoF http://i.minus.com/icXoa2LD4cMOH.png

-HBAO+-
No AO http://i.minus.com/iP6yXegBBW4Ab.png http://i.minus.com/iC1XIdx3bqXbI.png
10 http://i.minus.com/i02J26n1sCjIc.png http://i.minus.com/ibsmnzO4AsrJon.png
24 http://i.minus.com/ibsYpCaZM4aOcW.png http://i.minus.com/ibqsC6EQhmhZ2F.png
30 http://i.minus.com/ifN3NP5B5Pe91.png http://i.minus.com/imozWl1mR5xvy.png

CrimsoN
2014-05-16, 12:46:12
Hier stand bock misst :D

Gast
2014-05-16, 14:33:27
I searching for HBOA+ bits for the following games :

NFS The Run
NFS Rivals
NFS Most Wanted (Original & 2010)
Euro Truck Simulator 2 (engl. Extreme Trucker 2)
Painkiller Hell and Damnation
Trials Evolution/Fusion
WRC4
Air Conflicts
Alarm für Cobra 11 (Crash Time)
Aliens vs Predator (2009)
Alpha Protocol
Avatar
Blades of Time
GRID1
Colin McRae Dirt 1
Dark Sector
Dark Void
Godfather 2
Driver - San Fransisco
Duke Nukem - Forever
Fear 3
Flatout Ultimate Carnage
Fuel
Ghost Recon - Future Soldier
Hitman - Blood Money
James Bond - Bloodstone
Just Cause 2
Kane & Lynch 1&2
Mercenaries 2
Medal of Honor Airborne
Medal of Honor (2010)
Naild
Prototype 1 & 2
Rage
Saints Row 3 & 4
SIN Episodes
Stranglehold
Test Drive Unlimited 1+2


I would be very grateful

Dragozool
2014-05-16, 21:28:08
gibt es iwo schon einen extra thread für HBAO+ bits und ne tabelle mit den bisherigen games ? :)

SLIKnight
2014-05-19, 22:40:45
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Batman: Arkham Asylum & City SGSSAA/HBAO+ bits information
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I tested "0x080000C1" successfully for SGSSAA in Batman: Arkham Asylum and Batman: Arkham City.
In both games I set maximum settings in the "Launcher", and then perform various .ini tweaks.
The purpose of the tweaks is to reduce stuttering and stabilize FPS, and at the same time increase image quality.
I also found a very nice HBAO+ flag "0x00000024" for Arkham Asylum (capped at 62 FPS):

8xSGSSAA (No AO)|8xSGSSAA (SSAO)|8xSGSSAA (HBAO+)|NVIDIA Inspector
http://abload.de/thumb/baa_noaodujna.png (http://abload.de/image.php?img=baa_noaodujna.png)|http://abload.de/thumb/baa_ssaofrkor.png (http://abload.de/image.php?img=baa_ssaofrkor.png)|http://abload.de/thumb/baa_0x0000002459jsg.png (http://abload.de/image.php?img=baa_0x0000002459jsg.png)|http://abload.de/thumb/baa_inspectorzbjlz.png (http://abload.de/image.php?img=baa_inspectorzbjlz.png)

UserInput.ini/bminput.ini/DefaultInput.ini:

[Engine.PlayerInput]
MouseSensitivity=15.0
bEnableMouseSmoothing=false

UserEngine.ini/bmengine.ini/DefaultEngine.ini:

[SystemSettings]
UseVSync=False
AllowD3D10=False
DepthOfField=False
MotionBlur=False
MaxAnisotropy=16
MaxMultisamples=1
AmbientOcclusion=False
MaxShadowResolution=2048

[Engine.GameEngine]
bSmoothFrameRate=FALSE

[WinDrv.WindowsClient]
AllowJoystickInput=0

[FMODAudio.FMODAudioDevice]
MaxChannels=128


Despite my best efforts, I didn't manage to find a perfect HBAO+ flag for Arkham City.
Some combinations of AO bits applied a quite nice HBAO+ effect, but these either reduced GPU usage significantly compared to using ingame SSAO and/or caused various graphical glitches.
Fortunately the ingame DX9 SSAO isn't too bad in Arkham City:

8xSGSSAA (No AO)|8xSGSSAA (SSAO)|NVIDIA Inspector
http://abload.de/thumb/bac_noaod2jvg.png (http://abload.de/image.php?img=bac_noaod2jvg.png)|http://abload.de/thumb/bac_ssaohcjgm.png (http://abload.de/image.php?img=bac_ssaohcjgm.png)|http://abload.de/thumb/bac_inspectorlik1r.png (http://abload.de/image.php?img=bac_inspectorlik1r.png)

UserInput.ini/bminput.ini/DefaultInput.ini:

[Engine.PlayerInput]
MouseSensitivity=15.0
bEnableMouseSmoothing=false

UserEngine.ini/bmengine.ini/DefaultEngine.ini:

[SystemSettings]
UseVSync=False
AllowD3D10=False
AllowD3D11=False
MultisampleMode=1xMSAA
DepthOfField=False
MotionBlur=False
MaxAnisotropy=16
AmbientOcclusion=True
MaxShadowResolution=2048

[Engine.Engine]
bSmoothFrameRate=FALSE

[Engine.GameEngine]
bSmoothFrameRate=FALSE

[Core.System]
SizeOfPermanentObjectPool=19600000

[WinDrv.WindowsClient]
AllowJoystickInput=0

[TextureStreaming]
HysteresisLimit=20
DropMipLevelsLimit=16
StopIncreasingLimit=12
StopStreamingLimit=10

[FullscreenMovie]
bForceNoMovies=FALSE


----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Batman: Arkham Origins & BioShock Infinite tweaking
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I have prepared an AA/tweaking guide for Batman: Arkham Origins.
As found by "BR4DDERS", the standard UE3 AA flag "0x080000C1" can also be used to force DX9 SGSSAA in the third installment of the Batman games: #5132 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9973289&postcount=5132), Guru3D (#1497) (http://forums.guru3d.com/showpost.php?p=4684610&postcount=1497)
But "Dynamic Shadows" needs to be disabled ingame when using SGSSAA in B:AO, whether it is being enhanced/forced in DX9 or enhanced in DX11.
Otherwise SGSSAA won't be applied properly around areas/objects affected by dynamic shadows.

Due to these complications with forced/enhanced SGSSAA, I'm instead using a combination of 1.5x1.5 downsampling from 2880x1800 to 1920x1200 and 4xTXAA, which produces a very good result IMO.
Fortunately the TXAA implementation in B:AO is not nearly as blurry as in some games.
My ingame settings and .ini file tweaks can be summarized like this:


Game Options:

Camera Assist: Off
Hints: Off
Vibration: Off

Audio Options:

Sound Output Selection: Headphones
Subtitles: Off

Video Options:

Resolution: 2880x1800
V-Sync: Off
Anti-Aliasing: GeForce TXAA High
Geometry Detail: DX11 Enhanced
Dynamic Shadows: DX11 Enhanced
Motion Blur: Off
Depth of Field: DX11 Enhanced
Distortion: On
Lens Flares: On
Light Flares: On
Reflections: On
Ambient Occlusion: DX11 Enhanced
Hardware Accelerated PhysX: High

bminput.ini:

[Engine.PlayerInput]
MouseSensitivity=25.0
bEnableMouseSmoothing=false

bmengine.ini/DefaultEngine.ini:

[Engine.Engine]
bSmoothFrameRate=FALSE

[Engine.GameEngine]
bSmoothFrameRate=FALSE

[WinDrv.WindowsClient]
AllowJoystickInput=0

[SystemSettings]
MaxAnisotropy=16
bAllowOQFixForSLI=True

[VOIP]
bHasVoiceEnabled=false


All the relevant .ini files for the single player part of B:AO can be found in "\Steam\steamapps\common\Batman Arkham Origins\SinglePlayer\BMGame\Config".
As you see, I'm using "bAllowOQFixForSLI=True" in "bmengine.ini".
This variable fixes SLI scaling in indoor locations, but may cause some minor texture flickering: #1211 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9978590&postcount=1211)

Finally I strongly recommend deleting the "_CommonRedist\DotNet" and "_CommonRedist\PhysX" folders before launching the game for the first time.
Doing so will prevent Steam from installing .NET 4.0 and PhysX 9.12.1031 on your system, and will save you the inconvenience of reinstalling the latest PhysX 9.13.1220 (http://www.nvidia.com/object/physx-9.13.1220-driver.html).
I'm also using the "-nostartupmovies" Steam launch parameter to skip all the annoying introductory movies.
At the bottom of this post I will include a small optimization guide for another DX11 UE3 title, namely BioShock Infinite.


Unlike its two predecessors BioShock 1 & 2 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9254703&postcount=2348), SGSSAA can't be forced in BioShock Infinite since it is DX11 only.
This means, that we are stuck with using the ingame FXAA setting combined with driver downsampling.
When running "Ultra" settings at very high resolutions, the texture streaming system of BI can cause stuttering and may result in high detail textures not loading properly.

There is however a relatively simple solution to this problem, i.e. increase the size of the texture cache the game uses to load textures into.
What really interests us here is the "PoolSize" variable located in "XEngine.ini".
It should be adjusted according to available VRAM, following the formula #GB VRAM x 600 (http://67.227.255.239/forum/showthread.php?t=529440) = 3 x 600 = 1800 for 3GB VRAM.
For a smooth, stutter free experience at 3K or 4K resolutions, I also recommend a few other .ini file tweaks:


XCombat.ini:

[Configuration]
bInitializeShadersOnDemand=TRUE (Replace all instances of "bInitializeShadersOnDemand=FALSE")

XEngine.ini:

[TextureStreaming]
PoolSize=1800 (Use the "-ReadTexturePoolFromIni" launch parameter in Steam)

[SystemSettings]
VsyncTo60WhenUnder30=True
bInitializeShadersOnDemand=TRUE

[FullScreenMovie]
;StartupMovies=2KLogoSweep720p2997
;StartupMovies=IrrationalLogoTest
;StartupMovies=UE3AnimatedLogo_ProRes

XUI.ini:

[GFxUIEngine]
MaxResolutionUpScale=0.5 (Scales the HUD)

XUserOptions.ini:

[XCore.XUserOptionsManager]
MaxUserFOVOffsetPercent=28.570000 (Increases the maximum of the ingame FOV slider to 100 degrees)

Gast
2014-05-20, 21:42:23
Thank you SLIKnight. You did amaizing job as always. Is there a thread or perhaps a webside with all the game tweaks you made till now?

By the way this thread is getting more and more HBAO+ thread. I am not unhappy about it, but its getting a little bit confusing. Mayby we should rename it to AA&HBAO+ thread?

SLIKnight
2014-05-20, 23:25:35
Thank you SLIKnight. You did amaizing job as always. Is there a thread or perhaps a webside with all the game tweaks you made till now?

By the way this thread is getting more and more HBAO+ thread. I am not unhappy about it, but its getting a little bit confusing. Mayby we should rename it to AA&HBAO+ thread?

No, I don't have any website for these guides (yet :)), but I believe Blade II talked about making a web-application to collect all relevant information for each game in the AA/AO/SLI lists here on 3DCenter, Guru3D and PCGamesHardware.de.
Including relevant descriptions and tweaking guides might be a good extension to such an app?

Until then, I will continue to post my AA/AO guides both here in the 3DCenter AA sammelthread as well as the 3DCenter AO thread, which can be found here:
http://www.forum-3dcenter.org/vbulletin/showthread.php?t=496760

But many of my tweaking guides are actually already included in various relevant entries in the SLI and AA lists here on 3DCenter ;)

Blade II
2014-05-20, 23:47:41
No, I don't have any website for these guides (yet :)), but I believe Blade II talked about making a web-application to collect all relevant information for each game in the AA/AO/SLI lists here on 3DCenter, Guru3D and PCGamesHardware.de.
Including relevant descriptions and tweaking guides might be a good extension to such an app?
Yes sure! Unfortunately the app (or website) won't go online before the end of July because I'm quite busy with upcoming exams :(.

CrimsoN
2014-05-21, 11:10:54
Wolfenstein: The New Order hat ja OpenGL und kann kein SGSSAA aber dafür kann auf TrSSAA erweitern ist das so richtig ?

Raff
2014-05-21, 11:31:18
Ich zitiere dazu mal unseren krawallisten: :)

Um bei OpenGL auf SGSSAA aufzuwerten, muss TrSSAA ausgewählt werden (z.B. "4x Supersampling", nur in diesem Fall nicht "4x Sparse Grid Supersampling").

MfG,
Raff

MrBonk
2014-05-21, 20:07:24
Wolfenstein: The New Order hat ja OpenGL und kann kein SGSSAA aber dafür kann auf TrSSAA erweitern ist das so richtig ?
It should. But lately this hasn't worked in many OGL titles that i've tried.

4xTrSSAA in OGL is supposed to work like regular SGSSAA in DX9. (Is one of the reasons people have complained TrSSAA in Doom 3 vanilla is blurry IIRC)

I don't know though can't quite remember for sure.

SLIKnight
2014-05-21, 23:28:40
It should. But lately this hasn't worked in many OGL titles that i've tried.

4xTrSSAA in OGL is supposed to work like regular SGSSAA in DX9. (Is one of the reasons people have complained TrSSAA in Doom 3 vanilla is blurry IIRC)

I don't know though can't quite remember for sure.

With the older drivers, enhancing with TrSSAA in Doom 3, and other IdTech4 games such as Prey, did cause significant blurring.
But that isn't the case anymore, since NVIDIA built automatic OpenGL LOD adjustment into the drivers ;)
TrSSAA does function the same way in OpenGL as SGSSAA does in DX9-11, which is essentially a driver "bug" NVIDIA never fixed.
Let us hope they never do, because that might result in no SGSSAA in OpenGL at ALL :biggrin:

However you are correct, in that enhancing with TrSSAA doesn't work properly in some newer OpenGL games, and i'm not sure if it does anything at all in IdTech5 games?
It didn't in RAGE if I remember correctly.

aufkrawall
2014-05-21, 23:52:15
It does, but it adds blur.
There's no automatic LOD adjustment for OpenGL, you have to do it manually (not related to the blur in Rage). It has always been in the driver but wasn't in the public NVAPI.
Newer Inspector versions just needed to add the option in the xml config file.

SLIKnight
2014-05-21, 23:56:07
Ah I am sorry about my wording then :)
I meant simply driver OpenGL LOD adjustment.

MrBonk
2014-05-22, 03:23:58
I never had an issue with any kind of blur personally with Doom 3, though it *Was* there.

As long as there is a way for people to counteract it in some way. That's all that matters.

It'd be nice to see more OGL games working with it though. Most i've tried lately don't work.

aufkrawall
2014-05-22, 16:57:20
Doom 3 vanilla doesn't blur with SGSSAA and LOD adjustment.

Teo_90
2014-05-23, 11:48:53
Is there anyone who knows how to activate SSAA in "Wolfenstein - The New Order"?

CrimsoN
2014-05-23, 14:09:41
Is there anyone who knows how to activate SSAA in "Wolfenstein - The New Order"?

Is OpenGL = No Bits !

Teo_90
2014-05-23, 14:41:41
Is OpenGL = No Bits !

But SSAA isn't working anyway -.- Everywhere i look: aliasing!

Blade II
2014-05-23, 15:07:54
Afaik it is not possible to activate MSAA in Wolfenstein: The New Order. The command line switch +r_multisamples "##" (http://pcgamingwiki.com/wiki/Wolfenstein:_The_New_Order#Video_settings) has no effect, therefore enhancing to SSAA won't work either.

The best bet is to inject FXAA through the driver and downsample the image if performance is sufficient. [NVInspector Screenshot] (http://img.techpowerup.org/140523/nvidia_20140523_150346.png)

According to the German magazine Gamestar you'll get a (significant) performance boost if you

enable texture compression
lower shadow quality
disable screen space reflection (SRR)

Source: http://www.gamestar.de/hardware/praxis/technik-check/3056002/wolfenstein_the_new_order_im_technik_check_p3.html

SLIKnight
2014-05-23, 16:58:06
I did some extensive HBAO+ testing in Just Cause 2.
Since JC2 is DX10-only game, I worked my way through various relevant combinations of DX10+ AO bits.

Unfortunately I didn't find anything useful, since everything I tried either resulted in slowdowns with low GPU usage and/or no AO being applied at all.
For reference I will include a few examples of some of the AO bits I tried, and the behavior of the game with "Quality" HBAO+ forced using these bits:

0x000E0000
Severe slowdown and no AO

0x00060000
Severe slowdown and no AO

0x00040000
Severe slowdown and no AO

0x000A0000
Subtle AO effect being applied to grass, but low GPU usage and bad performance

0x00020000
No slowdowns but no AO either

0x00080000
Severe slowdown and no AO

0x000B0000
No slowdowns but no AO either

0x00010000
No slowdowns but no AO either

0x00090000
Severe slowdown and no AO

But then again, there is really no need to use driver-forced HBAO+ in JC2 anyway, since the ingame "SSAO=High" setting does a beautiful job IMO.
Here are some comparison screenshots taken at 2880x1800 downsampled to 1920x1200 with ingame 4xMSAA enhanced to 4xSGSSAA through the driver profile:

DS+4xSGSSAA (No AO)|DS+4xSGSSAA (SSAO)|Display Settings|Advanced Display|Resolution Settings|NVIDIA Inspector

http://abload.de/thumb/jc2_noao_resizedr0kxa.png (http://abload.de/image.php?img=jc2_noao_resizedr0kxa.png)|http://abload.de/thumb/jc2_ssao_high_resizede4k07.png (http://abload.de/image.php?img=jc2_ssao_high_resizede4k07.png)|http://abload.de/thumb/jc2_displaysettings_rq1jth.png (http://abload.de/image.php?img=jc2_displaysettings_rq1jth.png)|http://abload.de/thumb/jc2_advanceddisplayse2ukla.png (http://abload.de/image.php?img=jc2_advanceddisplayse2ukla.png)|http://abload.de/thumb/jc2_resolutionsettingh2j4m.png (http://abload.de/image.php?img=jc2_resolutionsettingh2j4m.png)|http://abload.de/thumb/jc2_inspector94ky8.png (http://abload.de/image.php?img=jc2_inspector94ky8.png)


Ingame SSAO in JC2 is almost the same quality as driver-forced HBAO+ in other games, and the performance hit in this particular scene is around 17% on my 780 GTX SLI setup.
Finally it should be noted, that there are some issues with black flickering textures around leaves with the 337.50 driver, which will be corrected by NVIDIA in the next driver update:
Official NVIDIA 337.50 Beta Performance Display Driver Feedback Thread (https://forums.geforce.com/default/topic/720880/geforce-drivers/official-nvidia-337-50-beta-performance-display-driver-feedback-thread-4-7-14-/post/4181584/#4181584)

Atma
2014-05-23, 17:07:35
AA Bit for Killer is Dead: 0x080000C1

SGSSAA & OGSSAA

8x SGSSAA

http://abload.de/thumb/kidgame2014-05-2316-5h4udc.png (http://abload.de/image.php?img=kidgame2014-05-2316-5h4udc.png) http://abload.de/thumb/kidgame2014-05-2317-06bup6.png (http://abload.de/image.php?img=kidgame2014-05-2317-06bup6.png)

4x4 OGSSAA

http://abload.de/thumb/kidgame2014-05-2317-07qsqf.png (http://abload.de/image.php?img=kidgame2014-05-2317-07qsqf.png) http://abload.de/thumb/kidgame2014-05-2317-0gnshb.png (http://abload.de/image.php?img=kidgame2014-05-2317-0gnshb.png)

MrBonk
2014-05-23, 21:12:25
Afaik it is not possible to activate MSAA in Wolfenstein: The New Order. The command line switch +r_multisamples "##" (http://pcgamingwiki.com/wiki/Wolfenstein:_The_New_Order#Video_settings) has no effect, therefore enhancing to SSAA won't work either.

The best bet is to inject FXAA through the driver and downsample the image if performance is sufficient. [NVInspector Screenshot] (http://img.techpowerup.org/140523/nvidia_20140523_150346.png)

According to the German magazine Gamestar you'll get a (significant) performance boost if you

enable texture compression
lower shadow quality
disable screen space reflection (SRR)

Source: http://www.gamestar.de/hardware/praxis/technik-check/3056002/wolfenstein_the_new_order_im_technik_check_p3.html

There is apparently a specific way for the 16xAA to work and get it to stick> Can't remember though.

Pictures of the 16x AA look great that i've seen

unlightm
2014-05-23, 22:49:15
There is apparently a specific way for the 16xAA to work and get it to stick> Can't remember though.

Pictures of the 16x AA look great that i've seen

hi MR BONK and everyone
YOU STILL CAN FORCE ANTIALIAS BUT ONLY WITH FEW TRICKS AND RESTRICTIONS

1st) go to steam apps folder/wolfenstein:the new order/base/graphicsprofiles.json

then find "r_multiSamples" :
"low" : 0,
"mid" : 0,
"high" : 0,
"ultra" : 0,

edit according to your taste(2,4,8 tested 16x ....well seems WAY TOO HEAVY! i hit 45-50fps @1080p 4xtrssaa)

2nd)THEN INGAME SET TO LOW,MEDIUM,HIGH,ULTRA
(CUSTOM WONT WORK ATM SORRY)

3nd)force through NVINSPECTOR
Override any application setting
...x [4x Multisampling]
...x Supersampling

according to your previous choice

TADA ....

btw u should make a copy of that "graphicsprofiles.json"
just saying...

Teo_90
2014-05-24, 12:51:40
hi MR BONK and everyone
YOU STILL CAN FORCE ANTIALIAS BUT ONLY WITH FEW TRICKS AND RESTRICTIONS

1st) go to steam apps folder/wolfenstein:the new order/base/graphicsprofiles.json

then find "r_multiSamples" :
"low" : 0,
"mid" : 0,
"high" : 0,
"ultra" : 0,

edit according to your taste(2,4,8 tested 16x ....well seems WAY TOO HEAVY! i hit 45-50fps @1080p 4xtrssaa)

2nd)THEN INGAME SET TO LOW,MEDIUM,HIGH,ULTRA
(CUSTOM WONT WORK ATM SORRY)

3nd)force through NVINSPECTOR
Override any application setting
...x [4x Multisampling]
...x Supersampling

according to your previous choice

TADA ....

btw u should make a copy of that "graphicsprofiles.json"
just saying...

Thx, I'll give a try ;)

SLIKnight
2014-05-24, 17:40:41
I have moved my AA list update post: #5925 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10265670&postcount=5925)

blood_in_dark
2014-05-25, 17:33:47
hi MR BONK and everyone
YOU STILL CAN FORCE ANTIALIAS BUT ONLY WITH FEW TRICKS AND RESTRICTIONS

1st) go to steam apps folder/wolfenstein:the new order/base/graphicsprofiles.json

then find "r_multiSamples" :
"low" : 0,
"mid" : 0,
"high" : 0,
"ultra" : 0,

edit according to your taste(2,4,8 tested 16x ....well seems WAY TOO HEAVY! i hit 45-50fps @1080p 4xtrssaa)

2nd)THEN INGAME SET TO LOW,MEDIUM,HIGH,ULTRA
(CUSTOM WONT WORK ATM SORRY)

3nd)force through NVINSPECTOR
Override any application setting
...x [4x Multisampling]
...x Supersampling

according to your previous choice

TADA ....

btw u should make a copy of that "graphicsprofiles.json"
just saying...

dont take the work of others in your hands:

http://forums.guru3d.com/showpost.php?p=4822164&postcount=2073

Gast
2014-05-25, 17:56:49
Hey ich wollte mal fragen ob einer weiß wie man Sgssaa oder irgendein AA in den Spiel "Infestation: Survivor Stories" ehemalig WarZ aktivieren kann.

blood_in_dark
2014-05-25, 22:27:21
so i got anisotropy to stick in wolfenstein here it is :
in graphicsprofiles.json add:

"vt_maxAniso" :
{
"low" : 2,
"mid" : 4,
"high" : 8,
"ultra" : 16,
},

blood_in_dark
2014-05-25, 22:41:51
so i got anisotropy to stick in wolfenstein here it is :
in graphicsprofiles.json add:

"vt_maxAniso" :
{
"low" : 2,
"mid" : 4,
"high" : 8,
"ultra" : 16,
},

PS: if you check in console it will show 4 , but it will be 16 :) , you can replace all with 2(low,mid,high,ultra) and test in console , you will see it says 2 , sa it is sticking :)

unlightm
2014-05-25, 22:45:01
dont take the work of others in your hands:

http://forums.guru3d.com/showpost.php?p=4822164&postcount=2073

seriously? you think it was so hard to figure? i "stole" your work ? ok...
just rmember before saying anything else i twek .ini since lets say 6 years now
maybe more

http://forums.guru3d.com/showpost.php?p=4824491&postcount=2090

MrBonk
2014-05-26, 22:09:02
Interesting. Latest drivers "Dark Souls II – added profile, added NVCPL anti-aliasing support"

SLIKnight
2014-05-27, 21:57:27
Yep, the "0x00401045" AA flag has been added to the Dark Souls II profile.
Don't own the game, so no idea if it works properly though.

MrBonk
2014-05-27, 23:34:48
it's probably for MSAA anyway i'm guessing. Which is pointless

4Fighting
2014-05-29, 15:25:42
The SGSSAA flag "0x080000C1" currently in the AA list for Outlast no longer works without serious issues.
When forcing SGSSAA with this flag, you just get a performance slowdown and a black screen at the main menu, with only the menu text showing.
Fortunately this can be completely fixed by instead using "0x080010C1":



That's weird...forcing SGSSAA immediately crashs here regardless of which bit I'm using.:confused:

Using 0x000010C1 at least let's me start the game

SLIKnight
2014-05-29, 20:32:18
No crashing here, works great with "0x080010C1" at 1920x1200.
Maybe this is one of those 16:10 or 16:9 issues?

4Fighting
2014-05-29, 20:48:46
No crashing here, works great with "0x080010C1" at 1920x1200.
Maybe this is one of those 16:10 or 16:9 issues?

no clue...:confused:

Even forcing 16:10 resolutions via config crashes

apparently nvd3dumx.dll causes this problem, but I got no idea whats this nv-file for

SLIKnight
2014-05-29, 20:54:26
So does "0x000010C1" work for SGSSAA ingame?

For reference, I am running Windows 7 Ultimate with Aero disabled.
If that makes any difference.

4Fighting
2014-05-30, 10:28:06
So does "0x000010C1" work for SGSSAA ingame?

For reference, I am running Windows 7 Ultimate with Aero disabled.
If that makes any difference.

I think I've to take a look at it again on the weekend.

It looked as it was working, but I think there was slight amount of blur added to the game.

I'm running W8 x64, but maybe Blaire can help us with this nv-file that causes the problem or what this file is exactly for:)

SLIKnight
2014-05-30, 12:41:14
Just a quick update.
Played about 2 hours of "Outlast" yesterday with the 337.88 WHQL driver and the exact settings mentioned in this post: #5811 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10205893&postcount=5811)
Experienced absolutely no problems with 8xSGSSAA forced using "0x080010C1" and HBAO+ forced using "0x00000010", except maybe the less than optimal SLI scaling with "0x42402005" :)
I have the Steam version of Outlast btw (don't own the Whistleblower DLC).

I simply can't explain why you are crashing.
Maybe it is some Windows service/process interfering with the game?
My W7 64-bit installation is very bare bones, with every unnecessary element of Windows disabled/uninstalled.

Perhaps this is somehow related to Outlast being a 64-bit UE3 game?
How big of a page file do you have?
Even with 12GB system RAM, I still use a 3GB page file located on my Windows drive.

4Fighting
2014-05-30, 12:47:38
Just a quick update.
Played about 2 hours of "Outlast" yesterday with the 337.88 WHQL driver and the exact settings mentioned in this post: #5811 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10205893&postcount=5811)
Experienced absolutely no problems with 8xSGSSAA forced using "0x080010C1" and HBAO+ forced using "0x00000010", except maybe the less than optimal SLI scaling with "0x42402005" :)
I have the Steam version of Outlast btw (don't own the Whistleblower DLC).

I simply can't explain why you are crashing.
Maybe it is some Windows service/process interfering with the game?
My W7 64-bit installation is very bare bones, with every unnecessary element of Windows disabled/uninstalled.

Perhaps this is somehow related to Outlast being a 64-bit UE3 game?
How big of a page file do you have?
Even with 12GB system RAM, I still use a 3GB page file located on my Windows drive.

I really appreciate your effort, thanks a lot!

The crash happens after the first video/intro before the main menu and there was no difference between the x86 and x64 files; they both crashed.

I'll take a look at the page file size when I'm at home.:)

Edgecrusher86
2014-06-05, 17:00:16
Semi-OT

Da kein Treiber-Downsampling in The Elder Scrolls Online greift, habe ich mal nach einer Config-Datei gesucht und die UserSettings.txt gefunden.
Es gibt viele Einträge - und vermutlich kann man auch noch an anderen Stellen etwas aufdrehen. :)

-> C:User\Dokumente\Elder Scrolls Online\liveeu\UserSettings.txt

Für "4K DS" wie folgt ändern:

SET FullscreenHeight "2160"
SET FullscreenWidth "3840"

Anschließend habe ich die Datei noch schreibgeschützt.

Vergleich - 3840x2160 vs. 1920x1080:
http://abload.de/thumb/eso_2014_06_05_16_44_llyle.png (http://abload.de/image.php?img=eso_2014_06_05_16_44_llyle.png) vs. http://abload.de/thumb/eso_2014_06_05_15_56_zpj3t.png (http://abload.de/image.php?img=eso_2014_06_05_15_56_zpj3t.png)


Es scheint sich zu verhalten wie Ingame-SSAA. Die Screenshots bleiben bei der nativen Auflösung, aber Glättung sowie GPU-Usages mit den neuen SLI-Bits 0x000000F5 sind sichtbar besser wie nativ -> FullHD hier. :)


E: Das MGPU-Scaling normal noch besser, bei mir ist es wegen der 2. Karte schlechter


E2: Ok, der Post ist doch unnnötig. Treiber-DS funktioniert nun ganz normal - man sieht auch den optischen Unterschied bei einer höheren Auflösung als nativ nach dem Umstellen.
Früher war das nicht der Fall. Das hat man wohl gepatcht. Hab es schon länger nicht mehr angefasst. :)

Blade II
2014-06-09, 13:53:33
Ein paar Notizen zu
Need For Speed: Shift 2 Unleashed


Anti Aliasing:

Die im Startpost eingetragenen SGSSAA Bits (0x004110C1) funktionieren nach wie vor, benötigen aber den Anti Aliasing Fix. Ohne den Fix ziehen sich feine, 1px breite Linien durch das Bild. Das Problem lässt sich besonders gut bei Schatten erkennen [Screenshot] (http://abload.de/image.php?img=shift2u_2014_06_09_12h8xvj.png). Durch den Fix werden außerdem die Schatten in einer höheren Auflösung berechnet und sehen dadurch deutlich besser aus!


Ambient Occlusion:

Die AO Flags von Shift 1 (0x0000001E) funktionieren auch bei Shift 2 sehr gut und verleihen der Karosserie des Wagens eine schöne Plastizität. Am Gras und an den Streckenrändern wirkt das AO ebenfalls gut.


Bildqualität:

In einem Wort: Unterirdisch. Das Bild ist auch ohne SGSSAA, ingame-AA und Bewegungsunschärfe enorm unscharf. Durch das Hitzeflimmern wirkt das gesamte Bild unruhig und noch stärker verwaschen, es verstärkt sogar das Aliasing. Das Interface des Spiels ist vermutlich auf 720p optimiert und wird auf größere Auflösungen hoch skaliert wodurch es insg. sehr matschig und pixelig wird. Verbesserung schafft SweetFX mit LumaSharpen. Meine Settings:

/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.65 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.135 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//I designed the pattern for offset_bias 1.0, but feel free to experiment.

// -- Debug sharpening settings --
#define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)

Screenshots:

No AA, no AO|1.75x DS + ingameAA|4x SGSSAA|4x SGSSAA + HBAO|NVInspector
http://abload.de/thumb/noaa-noaox4byx.png (http://abload.de/image.php?img=noaa-noaox4byx.png)|http://abload.de/thumb/ds_bicnormalm4xxq.png (http://abload.de/image.php?img=ds_bicnormalm4xxq.png)|http://abload.de/thumb/sgssaafixw1b6j.png (http://abload.de/image.php?img=sgssaafixw1b6j.png)|http://abload.de/thumb/sgssaahbaoplykq.png (http://abload.de/image.php?img=sgssaahbaoplykq.png)|http://abload.de/thumb/nvinspector0uz8w.png (http://abload.de/image.php?img=nvinspector0uz8w.png)

Blade II
2014-06-09, 15:28:08
Homefront (2011)

SGSSAA: 0x000010C1 (DX9, Quelle: Blaire (http://www.forum-3dcenter.org/vbulletin/showthread.php?p=8709651#post8709651))
HBAO: 0x00000030 (InGame SSAO deaktivieren!)

Tweak Guide:

Siehe auch: D3D9-Modus erzwingen (http://www.forum-3dcenter.org/vbulletin/showthread.php?p=8651636#post8651636)
Öffne GCEngine.ini im Config-Verzeichnis ([...]\Documents\My Games\HOMEFRONT\GCGame\Config) und ändere folgende Einstellungen:

[SystemSettings]
MotionBlur=False
AmbientOcclusion=False
UseVsync=False
UseFPSSmoothing=False
AllowD3D10=False
ShadowFilterQualityBias=4
MaxMultisamples=0
MaxShadowResolution=4096
ShadowFilterRadius=5.000000
ShadowDepthBias=0.008000
Quelle: M.E.U.I.T.M. Readme (http://www.moddb.com/mods/mass-effect-1-new-texture-updatesimprovements-mod/downloads/me1uitm-texmod-free-version-readme)

Möglicherweise gehen die Änderungen verloren wenn im Spiel die Grafikeinstellungen geändert werden. Schreibschutz hilft evtl.

Screenshots:

no AA + SSAO|4x MSAA + SSAO|4x SGSSAA|4x SG + HBAO + Tweaks|NVInspector
http://abload.de/thumb/homefront_2014_06_09_iafx5.png (http://abload.de/image.php?img=homefront_2014_06_09_iafx5.png)|http://abload.de/thumb/dx11-4xmsaanxuuw.png (http://abload.de/image.php?img=dx11-4xmsaanxuuw.png)|http://abload.de/thumb/homefront_2014_06_09_dzib7.png (http://abload.de/image.php?img=homefront_2014_06_09_dzib7.png)|http://abload.de/thumb/homefront_2014_06_09_e6fie.png (http://abload.de/image.php?img=homefront_2014_06_09_e6fie.png)|http://abload.de/thumb/homefront_inspectorjychl.png (http://abload.de/image.php?img=homefront_inspectorjychl.png)

CrimsoN
2014-06-09, 16:19:14
Blade II vielen lieben dank !

Blade II
2014-06-09, 17:54:25
Gerne :)

Mir ist gerade aufgefallen, dass du NFS Shift 2 quasi zwei mal in deiner Liste stehen hast. Soll der erste Eintrag evtl. für Shift 1 sein? Bei dem zweiten (Shift 2 Unleashed) müsste auch noch das AO Bit 0x0000001E von Shift 1 rein.

Achja, für Homefront muss das InGame SSAO deaktiviert werden. Habe vergessen es dazu zu schreiben, sorry :S.

CrimsoN
2014-06-09, 19:32:15
Gerne :)

Mir ist gerade aufgefallen, dass du NFS Shift 2 quasi zwei mal in deiner Liste stehen hast. Soll der erste Eintrag evtl. für Shift 1 sein? Bei dem zweiten (Shift 2 Unleashed) müsste auch noch das AO Bit 0x0000001E von Shift 1 rein.

Achja, für Homefront muss das InGame SSAO deaktiviert werden. Habe vergessen es dazu zu schreiben, sorry :S.


Oki da habe ich mich wohl verlesen ;D

Gefixt

SLIKnight
2014-06-10, 14:38:44
Ja, AFR hat in Outlast nicht richtig funktioniert. Zumindest nicht mit forciertem AA.
Musst du SLI-AA nutzen.

Thanks a lot for this tip :biggrin:
For me Outlast performs much better with SLI-8xSGSSAA than with traditional AFR (0x42402005 profile) and 8xSGSSAA.
No crashing at startup or other problems with either setup ;)

Ein paar Notizen zu
Need For Speed: Shift 2 Unleashed


Anti Aliasing:

Die im Startpost eingetragenen SGSSAA Bits (0x004110C1) funktionieren nach wie vor, benötigen aber den Anti Aliasing Fix. Ohne den Fix ziehen sich feine, 1px breite Linien durch das Bild. Das Problem lässt sich besonders gut bei Schatten erkennen [Screenshot] (http://abload.de/image.php?img=shift2u_2014_06_09_12h8xvj.png). Durch den Fix werden außerdem die Schatten in einer höheren Auflösung berechnet und sehen dadurch deutlich besser aus!


Ambient Occlusion:

Die AO Flags von Shift 1 (0x0000001E) funktionieren auch bei Shift 2 sehr gut und verleihen der Karosserie des Wagens eine schöne Plastizität. Am Gras und an den Streckenrändern wirkt das AO ebenfalls gut.


Bildqualität:

In einem Wort: Unterirdisch. Das Bild ist auch ohne SGSSAA, ingame-AA und Bewegungsunschärfe enorm unscharf. Durch das Hitzeflimmern wirkt das gesamte Bild unruhig und noch stärker verwaschen, es verstärkt sogar das Aliasing. Das Interface des Spiels ist auf vermutlich auf 720p optimiert und wird auf größere Auflösungen hoch skaliert wodurch es insg. sehr matschig und pixelig wird. Verbesserung schafft SweetFX mit LumaSharpen. Meine Settings:

/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.65 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.135 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//I designed the pattern for offset_bias 1.0, but feel free to experiment.

// -- Debug sharpening settings --
#define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)

Screenshots:

No AA, no AO|1.75x DS + ingameAA|4x SGSSAA|4x SGSSAA + HBAO|NVInspector
http://abload.de/thumb/noaa-noaox4byx.png (http://abload.de/image.php?img=noaa-noaox4byx.png)|http://abload.de/thumb/ds_bicnormalm4xxq.png (http://abload.de/image.php?img=ds_bicnormalm4xxq.png)|http://abload.de/thumb/sgssaafixw1b6j.png (http://abload.de/image.php?img=sgssaafixw1b6j.png)|http://abload.de/thumb/sgssaahbaoplykq.png (http://abload.de/image.php?img=sgssaahbaoplykq.png)|http://abload.de/thumb/nvinspector0uz8w.png (http://abload.de/image.php?img=nvinspector0uz8w.png)Homefront (2011)

SGSSAA: 0x000010C1 (DX9, Quelle: Blaire (http://www.forum-3dcenter.org/vbulletin/showthread.php?p=8709651#post8709651))
HBAO: 0x00000030 (InGame SSAO deaktivieren!)

Tweak Guide:

Siehe auch: D3D9-Modus erzwingen (http://www.forum-3dcenter.org/vbulletin/showthread.php?p=8651636#post8651636)
Öffne GCEngine.ini im Config-Verzeichnis ([...]\Documents\My Games\HOMEFRONT\GCGame\Config) und ändere folgende Einstellungen:

[SystemSettings]
MotionBlur=False
AmbientOcclusion=False
UseVsync=False
UseFPSSmoothing=False
AllowD3D10=False
ShadowFilterQualityBias=4
MaxMultisamples=0
MaxShadowResolution=4096
ShadowFilterRadius=5.000000
ShadowDepthBias=0.008000
Quelle: M.E.U.I.T.M. Readme (http://www.moddb.com/mods/mass-effect-1-new-texture-updatesimprovements-mod/downloads/me1uitm-texmod-free-version-readme)

Möglicherweise gehen die Änderungen verloren wenn im Spiel die Grafikeinstellungen geändert werden. Schreibschutz hilft evtl.

Screenshots:

no AA + SSAO|4x MSAA + SSAO|4x SGSSAA|4x SG + HBAO + Tweaks|NVInspector
http://abload.de/thumb/homefront_2014_06_09_iafx5.png (http://abload.de/image.php?img=homefront_2014_06_09_iafx5.png)|http://abload.de/thumb/dx11-4xmsaanxuuw.png (http://abload.de/image.php?img=dx11-4xmsaanxuuw.png)|http://abload.de/thumb/homefront_2014_06_09_dzib7.png (http://abload.de/image.php?img=homefront_2014_06_09_dzib7.png)|http://abload.de/thumb/homefront_2014_06_09_e6fie.png (http://abload.de/image.php?img=homefront_2014_06_09_e6fie.png)|http://abload.de/thumb/homefront_inspectorjychl.png (http://abload.de/image.php?img=homefront_inspectorjychl.png)

Fantastic stuff, Blade II.
This kind of attention to detail is exactly what we need to keep the HBAO+ threads alive :smile:

Btw I found a DX9 HBAO+ flag "0x00000018" for Crysis and Crysis: Warhead: http://forums.guru3d.com/showpost.php?p=4834967&postcount=521
It isn't completely perfect, since it only works outdoors, so ingame SSAO should be kept on to get AO in indoor environment.
But there are no better alternatives :(

Blade II
2014-06-10, 15:17:07
You're welcome! :)

Pretty nice find for Crysis, that's a huge advantage in terms of IQ. I've noticed that NVidia offers an official HBAO flag for Crysis 3: 0x000E0000. Have you also tried this one or a combination of both for Crysis 1? Maybe the "E" solves the interior problems? Just guessing :D.

Hübie
2014-06-10, 17:27:34
Funktionieren die Bits für Shift 2 auch im ersten Teil??

Blade II
2014-06-10, 19:03:24
Vermutlich, da es die offiziellen Bits von NVidia sind und beide Spiele die gleiche Engine benutzen. Getestet habe ich es aber nicht :D.

SLIKnight
2014-06-10, 19:30:56
You're welcome! :)

Pretty nice find for Crysis, that's a huge advantage in terms of IQ. I've noticed that NVidia offers an official HBAO flag for Crysis 3: 0x000E0000. Have you also tried this one or a combination of both for Crysis 1? Maybe the "E" solves the interior problems? Just guessing :D.

Actually "0x000E0000" is a DX10/11 only HBAO+ profile.
In fact, all AO profiles of the form "0x000X0000" (X=1,2,3..9,A,B,...F) only have an effect in DX10 and DX11.
DX9-only profiles always have the form "0x000000YZ" :)

In Crysis, there are a few other AO bits, which work in both indoor and outdoors scenes.
But unfortunately these cause one issue or the other, so we are stuck with "0x00000018" combined with a mild level of ingame SSAO as the best compromise.

Blade II
2014-06-10, 20:40:30
Actually "0x000E0000" is a DX10/11 only HBAO+ profile.
In fact, all AO profiles of the form "0x000X0000" (X=1,2,3..9,A,B,...F) only have an effect in DX10 and DX11.
DX9-only profiles always have the form "0x000000YZ" :)

Aah, that's good to know, thanks! That makes finding flags a lot easier :)

If I'll find the time I might also check out Crysis 1 again in the near future. I think I finished the game back in 2007, running in 800x600 on lowest settings because my Radeon 9600 Pro couldn't handle it. Playing it again on 1080p with proper AA and AO would be truly a bless :D.

SLIKnight
2014-06-11, 13:48:01
I updated my Crysis HBAO+ post:
http://forums.guru3d.com/showpost.php?p=4834967&postcount=521

It turns out, the "0x00000018" HBAO+ flag causes certain artifacts on some levels in Crysis, so using it can't really be recommended
"0x0000000A" works in both indoor and outdoor scenes, but also causes artifacts.
This means, there are no real good options for forced HBAO+ in Crysis :(

SLIKnight
2014-06-13, 15:10:25
I have been doing some tweaking in Painkiller: Hell & Damnation, and would like to post my results.
Furthermore I also found a nice HBAO+ flag "0x0000002F" for the game.
Here is a set of comparison screenshots taken at 1920x1200 with 8xSGSSAA forced using "0x080000C1":

8xSGSSAA (No AO)|8xSGSSAA (SSAO)|8xSGSSAA (HBAO+)|Advanced Video|Gameplay Settings|NVIDIA Inspector
http://abload.de/thumb/pkhd_8xsgssaa_noaoozu0g.png (http://abload.de/image.php?img=pkhd_8xsgssaa_noaoozu0g.png)|http://abload.de/thumb/pkhd_8xsgssaa_ssaotzuyz.png (http://abload.de/image.php?img=pkhd_8xsgssaa_ssaotzuyz.png)|http://abload.de/thumb/pkhd_8xsgssaa_0x00000bguha.png (http://abload.de/image.php?img=pkhd_8xsgssaa_0x00000bguha.png)|http://abload.de/thumb/pkhd_advanced_video_ofzu5f.png (http://abload.de/image.php?img=pkhd_advanced_video_ofzu5f.png)|http://abload.de/thumb/pkhd_gameplay_settingf4uvi.png (http://abload.de/image.php?img=pkhd_gameplay_settingf4uvi.png)|http://abload.de/thumb/pkhd_inspector_part1qbpud.png (http://abload.de/image.php?img=pkhd_inspector_part1qbpud.png) http://abload.de/thumb/pkhd_inspector_part2k4qnx.png (http://abload.de/image.php?img=pkhd_inspector_part2k4qnx.png)


PKHDEngine.ini

[Engine.Engine]
bSmoothFrameRate=FALSE

[WinDrv.WindowsClient]
AllowJoystickInput=0

[FullScreenMovie]
;StartupMovies=Nordic_Games_Logo
;StartupMovies=The_Farm_51_logo
;StartupMovies=UE3_logo
;StartupMovies=Plays_best_HD_AW_1
StartupMovies=PKHD_LoadingMovie

PKHDGame.ini

[EvilGame.UTPawn]
bWeaponBob=false

PKHDInput.ini

[Engine.PlayerInput]
bEnableMouseSmoothing=false

[EvilGame.UTconsolePlayerInput]
bViewAccelerationEnabled=FALSE

DefaultCompat.ini (steamapps\common\Painkiller Hell & Damnation\PKHDGame\Config)

[AppCompatBucket4]
MotionBlur=False
AmbientOcclusion=False

[AppCompatBucket5]
MotionBlur=False
AmbientOcclusion=False

All of the .ini files mentioned above can be found in "\My Games\Painkiller Hell and Damnation\PKHDGame\Config", except "DefaultCompat.ini".
This file is located in "steamapps\common\Painkiller Hell & Damnation\PKHDGame\Config", and should be edited to "safely" turn off ingame SSAO.
Simply setting "AmbientOcclusion=False" in PKHDEngine.ini can't be recommended, since this will cause the game to default to "Postprocessing Quality=Low" ingame, causing other effects to be turned off along with SSAO ;)
Finally I will include a small screenshot comparison gallery from the "Cemetary" level of PKHD:

8xSGSSAA (No AO)|8xSGSSAA (HBAO+)
http://abload.de/thumb/pkhd1_8xsgssaa_noaod2u72.png (http://abload.de/image.php?img=pkhd1_8xsgssaa_noaod2u72.png)|http://abload.de/thumb/pkhd1_8xsgssaa_2fm6uxd.png (http://abload.de/image.php?img=pkhd1_8xsgssaa_2fm6uxd.png)
http://abload.de/thumb/pkhd3_8xsgssaa_noaoghu7k.png (http://abload.de/image.php?img=pkhd3_8xsgssaa_noaoghu7k.png)|http://abload.de/thumb/pkhd3_8xsgssaa_2fvxuw6.png (http://abload.de/image.php?img=pkhd3_8xsgssaa_2fvxuw6.png)
http://abload.de/thumb/pkhd4_8xsgssaa_noao6euwp.png (http://abload.de/image.php?img=pkhd4_8xsgssaa_noao6euwp.png)|http://abload.de/thumb/pkhd4_8xsgssaa_2fpuu0i.png (http://abload.de/image.php?img=pkhd4_8xsgssaa_2fpuu0i.png)

Spoonie
2014-06-13, 18:17:19
Has anyone played around with the new MMO Wildstar? Looks like it will need a flag.

Atma
2014-06-19, 01:22:40
I've tested a bit with Spintires. I'm trying my best to write in proper English so forgive me if you find mistakes :)

The recommended Bit for Spintires/Games with Unity engine (0x004000C1) breaks a lot of things. SSAO, the vehicles light beams AND the water AND the fumes. So I've tried other AA Bits and now I'm using the 0x00401045 Bit (Dark Souls II). It still brokes SSAO and the light beams but not the water and the fumes. I didn't make comparison screenshots for the fumes but for the water.

Water with 0x00401045:
http://abload.de/thumb/spintires2014-06-1900pijoo.png (http://abload.de/image.php?img=spintires2014-06-1900pijoo.png)
Water with 0x004000C1:
http://abload.de/thumb/spintires2014-06-1900eokah.png (http://abload.de/image.php?img=spintires2014-06-1900eokah.png)


You can see that the water is clearly broken on the second screenshot.

I also tested several HBAO+ Bits and found a working one as a replacement for the broken ingame SSAO when using SGSSAA (y)

No AO:
http://abload.de/thumb/spintires2014-06-1900flktf.png (http://abload.de/image.php?img=spintires2014-06-1900flktf.png)
HBAO+
0x00000004:
http://abload.de/thumb/spintires2014-06-1900z7klg.png (http://abload.de/image.php?img=spintires2014-06-1900z7klg.png)

My recommendation:

0x00401045 for SGSSAA (it only breaks SSAO and the light beams)
0x00000004 for HBAO+ (replacement for the broken ingame SSAO when using SGSSAA)

Edit: Added AO comparisson (Ingame SSAO vs. HBAO+). SGSSAA is disabled in these screenshots


Ingame SSAO: http://abload.de/img/shot061914_022859jqje5.png
HBAO+: http://abload.de/img/shot061914_02281515jcz.png

MrBonk
2014-06-19, 04:04:31
AA quality with 45 looks ok, some stuff is missed it looks like.

But maybe
Try 0x004010C5 instead

Or even 0x084212C3

don't forget to try the flags you have already either with or without the AA fix. This can cruicially fix or break many games

Thanks for the HBAO+ flag :)

Atma
2014-06-19, 18:23:06
AA quality with 45 looks ok, some stuff is missed it looks like.

But maybe
Try 0x004010C5 instead

Or even 0x084212C3

don't forget to try the flags you have already either with or without the AA fix. This can cruicially fix or break many games

Thanks for the HBAO+ flag :)
AA didn't work with 0x004010C5 and 0x084212C3.

AA works with both but the water and the fumes are broken again.

MrBonk
2014-06-19, 20:00:23
I see. Thanks for trying!

I really wish devs would get their shit together and put in real AA for once. :\ this is getting out of hand.

SLIKnight
2014-06-20, 17:25:30
I have been doing some more HBAO+ testing in the DX9 versions of Crysis and Crysis: Warhead, and have finally discovered that "0x0000000D" is the only real driver AO solution for these games.
"0x0000002D" also works in both Crysis and Warhead, but applies a very strong AO effect, which makes the grass look very "fuzzy" and rather unappealing IMO.

Initially I found, that "0x00000018" worked reasonably well in both games.
But unfortunately I later discovered, that this flag doesn't apply any AO effect indoors, flickers on and off on occasion and bleeds through various game elements such as the HUD, smoke, water etc.
"0x0000000A" works slightly better than "0x00000018" in Crysis, but still flickers on and off in grassy areas.
Furthermore the "0A" flag causes very rapid flickering on/off in Warhead.

Here are some comparison screenshots at 1920x1200 with 4xSGSSAA forced using "0x000002C1":

Crysis|Crysis: Warhead
http://abload.de/thumb/crysis1_4xsgssaa_nohba0f4w.jpg (http://abload.de/image.php?img=crysis1_4xsgssaa_nohba0f4w.jpg) http://abload.de/thumb/crysis1_4xsgssaa_0da0iav.jpg (http://abload.de/image.php?img=crysis1_4xsgssaa_0da0iav.jpg)|http://abload.de/thumb/warhead1_4xsgssaa_nohhocoe.jpg (http://abload.de/image.php?img=warhead1_4xsgssaa_nohhocoe.jpg) http://abload.de/thumb/warhead1_4xsgssaa_0dmqfon.jpg (http://abload.de/image.php?img=warhead1_4xsgssaa_0dmqfon.jpg)
http://abload.de/thumb/crysis2_4xsgssaa_nohb1kdof.jpg (http://abload.de/image.php?img=crysis2_4xsgssaa_nohb1kdof.jpg) http://abload.de/thumb/crysis2_4xsgssaa_0d62i2t.jpg (http://abload.de/image.php?img=crysis2_4xsgssaa_0d62i2t.jpg)|http://abload.de/thumb/warhead2_4xsgssaa_nohcddgq.jpg (http://abload.de/image.php?img=warhead2_4xsgssaa_nohcddgq.jpg) http://abload.de/thumb/warhead2_4xsgssaa_0dgvc1o.jpg (http://abload.de/image.php?img=warhead2_4xsgssaa_0dgvc1o.jpg)
http://abload.de/thumb/crysis3_4xsgssaa_nohbyhem2.jpg (http://abload.de/image.php?img=crysis3_4xsgssaa_nohbyhem2.jpg) http://abload.de/thumb/crysis3_4xsgssaa_0d4vdcg.jpg (http://abload.de/image.php?img=crysis3_4xsgssaa_0d4vdcg.jpg)|http://abload.de/thumb/warhead3_4xsgssaa_nohdlfj0.jpg (http://abload.de/image.php?img=warhead3_4xsgssaa_nohdlfj0.jpg) http://abload.de/thumb/warhead3_4xsgssaa_0disiak.jpg (http://abload.de/image.php?img=warhead3_4xsgssaa_0disiak.jpg)

http://abload.de/thumb/crysis_inspectorq1egp.png (http://abload.de/image.php?img=crysis_inspectorq1egp.png)

----------------- Crysis Custom Configuration ------------------

con_restricted=0
r_ShadowJittering=1.5

---------- Gameplay

cl_fov=70
g_enableAutoSave=0
i_forcefeedback=0
i_mouse_accel=0
i_mouse_smooth=1

---------- Object details

e_detail_materials_view_dist_xy=4096
e_detail_materials_view_dist_z=256
e_terrain_occlusion_culling_max_dist=1000
e_vegetation_sprites_distance_ratio=1.7
e_view_dist_ratio=80
e_view_dist_ratio_detail=60
e_view_dist_ratio_vegetation=50
sys_flash_curve_tess_error=1

---------- Post processing

r_DepthOfField=0
r_MotionBlur=0
r_UseEdgeAA=0

---------- Shaders and Lighting

r_HDRBrightOffset=8
r_HDRlevel=0.75
r_SSAO_amount=0.4
r_SSAO_blur=4
r_SSAO_blurriness=1
r_SSAO_darkening=1.1
r_TerrainAO_FadeDist=3

---------- Sounds

s_CacheSize=110
s_MaxChannels=128
g_useHitSoundFeedback=0

---------- Textures

r_DetailDistance=20
r_DynTexMaxSize=140
r_EnvTexUpdateInterval=0.025
r_TexAtlasSize=2048
r_DynTexAtlasCloudsMaxSize=32
r_TexResolution=0
r_TextureLodDistanceRatio=0
r_TextureLodMaxLod=0
r_TexMaxAnisotropy=16
r_VegetationSpritesTexRes=128

---------- Volumetric effects

r_BeamsDistFactor=0.01
r_BeamsMaxSlices=300

---------- Mountains

e_terrain_lod_ratio=1
e_terrain_normal_map=0
e_terrain_texture_lod_ratio=1
r_TexturesStreaming = 0


----------------- Crysis Warhead Custom Configuration ------------------

con_restricted=0
r_ShadowJittering=2.0

---------- Gameplay

cl_fov=70
g_enableAutoSave=0
i_forcefeedback=0
i_mouse_accel=0
i_mouse_smooth=1

---------- Objects

e_detail_materials_view_dist_xy=4096
e_detail_materials_view_dist_z=256
e_vegetation_sprites_distance_ratio=1.7
e_view_dist_ratio=70
e_view_dist_ratio_detail=60

---------- Post processing

r_DepthOfField=0
r_MotionBlur=0
r_UseEdgeAA=0

---------- Shaders and Lighting

r_HDRlevel=0.7
r_SSAO_amount=0.3
r_SSAO_darkening=1.1

---------- Sounds

s_CacheSize=110
s_MaxChannels=128
g_useHitSoundFeedback=0

---------- Textures

r_DynTexMaxSize=150
r_TexMaxAnisotropy=16

---------- Volumetric effects

r_BeamsDistFactor=0.01
r_BeamsMaxSlices=300

---------- Mountains

e_terrain_lod_ratio=1
e_terrain_normal_map=0
e_terrain_texture_lod_ratio=1
r_TexturesStreaming = 0


Crysis

1) Crysis - Rygel High Texture Mod (http://www.fileplanet.com/194825/190000/fileinfo/Crysis---Rygel-High-Texture-Mod) (delete "zzNanoSuit.pak" and "\zzTexturesupdatepart1.pak\Objects\natural\Bushes\RoundLeafBush\Leaves_a.dds")
2) Silent's High Resolution Foliage (http://www.crydev.net/viewtopic.php?f=280&t=58308&sid=6a58867d9724c2f627329ed437c29e63) (overwrite Rygel's files with these)
3) Chrome235's Nanosuit Ultra Customizable (http://www.crydev.net/viewtopic.php?f=280&t=51969)
4) slicer91's Ultra High Quality Weapons (http://www.crydev.net/viewtopic.php?t=62272)
5) Xzero's Parallax Occlusion Mapping with anisotropic filtering (http://www.forum-3dcenter.org/vbulletin/attachment.php?attachmentid=45884&d=1370727435) (Extract "ZPOMAF.zip" and place "ZPOMAF.pak" in your "\Crysis\Game" folder)

Crysis: Warhead

1) Crysis Warhead - Rygel High-Res Texture mod (http://www.fileplanet.com/194747/190000/fileinfo/Crysis-Warhead---Rygel-High-Res-Texture-mod)


"0x0000000D" doesn't apply the strongest AO effect in Crysis and Warhead, but it is the best possible compromise with the current driver HBAO+ implementation.
Additional information about my settings, tweaks and mods can be found in this Crysis and Warhead tweaking guide: #4351 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9796209&postcount=4351)

Blade II
2014-06-21, 01:12:52
I have been doing some more HBAO+ testing in the DX9 versions of Crysis and Crysis: Warhead, and have finally discovered that "0x0000000D" is the only real driver AO solution for these games.
"0x0000002D" also works in both Crysis and Warhead, but applies a very strong AO effect, which makes the grass look very "fuzzy" and rather unappealing IMO.
Great work, thanks a lot! :)


Portal 2

SLIKnight already posted an excellent guide on how to enable SSAA in Portal 2. I'm running the game with 16xS and no TRSSAA which already results in a very nice and smooth image. However Ambient Occlusion is still missing ;). [For reference, you can find his post here (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9559666&postcount=3606)]

Most of the Source AO-Flags are also working for Portal 2. While some of them seem to apply exactly the same "type" of AO, others differ mainly in the strength of the effect. I took a few comparison shots, the ambient occlusion strength increases from left to right.

no AO|0x00000014 (L4D 2)|0x0000002C (CS: GO)|0x00000006 (L4D 1)|0x00000008 (HL2: EP2)
http://abload.de/thumb/1.noaownjwq.png (http://abload.de/image.php?img=1.noaownjwq.png)|http://abload.de/thumb/2.l4d26cjhy.png (http://abload.de/image.php?img=2.l4d26cjhy.png)|http://abload.de/thumb/3.csgowikgl.png (http://abload.de/image.php?img=3.csgowikgl.png)|http://abload.de/thumb/4.1.l4d1jykqs.png (http://abload.de/image.php?img=4.1.l4d1jykqs.png)|http://abload.de/thumb/5.hl2ep2mjj0r.png (http://abload.de/image.php?img=5.hl2ep2mjj0r.png)

Personally I think 0x00000014 (L4D 2) is a very good trade off. The effect isn't that strong but noticeable while dark areas aren't getting to much occlusion.

I'm going to test some other Source-engine games in the future, maybe the behavior/strength of the flags above is the same in each game.

MrBonk
2014-06-21, 20:33:17
I have been doing some more HBAO+ testing in the DX9 versions of Crysis and Crysis: Warhead, and have finally discovered that "0x0000000D" is the only real driver AO solution for these games.
"0x0000002D" also works in both Crysis and Warhead, but applies a very strong AO effect, which makes the grass look very "fuzzy" and rather unappealing IMO.

Initially I found, that "0x00000018" worked reasonably well in both games.
But unfortunately I later discovered, that this flag doesn't apply any AO effect indoors, flickers on and off on occasion and bleeds through various game elements such as the HUD, smoke, water etc.
"0x0000000A" works slightly better than "0x00000018" in Crysis, but still flickers on and off in grassy areas.
Furthermore the "0A" flag causes very rapid flickering on/off in Warhead.

Here are some comparison screenshots at 1920x1200 with 4xSGSSAA forced using "0x000002C1":

Crysis|Crysis: Warhead
http://abload.de/thumb/crysis1_4xsgssaa_nohba0f4w.jpg (http://abload.de/image.php?img=crysis1_4xsgssaa_nohba0f4w.jpg) http://abload.de/thumb/crysis1_4xsgssaa_0da0iav.jpg (http://abload.de/image.php?img=crysis1_4xsgssaa_0da0iav.jpg)|http://abload.de/thumb/warhead1_4xsgssaa_nohhocoe.jpg (http://abload.de/image.php?img=warhead1_4xsgssaa_nohhocoe.jpg) http://abload.de/thumb/warhead1_4xsgssaa_0dmqfon.jpg (http://abload.de/image.php?img=warhead1_4xsgssaa_0dmqfon.jpg)
http://abload.de/thumb/crysis2_4xsgssaa_nohb1kdof.jpg (http://abload.de/image.php?img=crysis2_4xsgssaa_nohb1kdof.jpg) http://abload.de/thumb/crysis2_4xsgssaa_0d62i2t.jpg (http://abload.de/image.php?img=crysis2_4xsgssaa_0d62i2t.jpg)|http://abload.de/thumb/warhead2_4xsgssaa_nohcddgq.jpg (http://abload.de/image.php?img=warhead2_4xsgssaa_nohcddgq.jpg) http://abload.de/thumb/warhead2_4xsgssaa_0dgvc1o.jpg (http://abload.de/image.php?img=warhead2_4xsgssaa_0dgvc1o.jpg)
http://abload.de/thumb/crysis3_4xsgssaa_nohbyhem2.jpg (http://abload.de/image.php?img=crysis3_4xsgssaa_nohbyhem2.jpg) http://abload.de/thumb/crysis3_4xsgssaa_0d4vdcg.jpg (http://abload.de/image.php?img=crysis3_4xsgssaa_0d4vdcg.jpg)|http://abload.de/thumb/warhead3_4xsgssaa_nohdlfj0.jpg (http://abload.de/image.php?img=warhead3_4xsgssaa_nohdlfj0.jpg) http://abload.de/thumb/warhead3_4xsgssaa_0disiak.jpg (http://abload.de/image.php?img=warhead3_4xsgssaa_0disiak.jpg)

http://abload.de/thumb/crysis_inspectorq1egp.png (http://abload.de/image.php?img=crysis_inspectorq1egp.png)




"0x0000000D" doesn't apply the strongest AO effect in Crysis and Warhead, but it is the best possible compromise with the current driver HBAO+ implementation.
Additional information about my settings, tweaks and mods can be found in this Crysis and Warhead tweaking guide: #4351 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9796209&postcount=4351)
Is it possible you could post shots of the in game SSAO for comparison too?

SLIKnight
2014-06-22, 00:17:56
Is it possible you could post shots of the in game SSAO for comparison too?

Actually the "No HBAO+ shots" are taken using a small amount of ingame SSAO, i.e. "r_SSAO_amount=0.4" (Crysis) and "r_SSAO_amount=0.3" (Warhead) in my autoexec.cfg files included in the above post ;)
This gives the overall best result with the "0D" flag IMO.

MrBonk
2014-06-22, 08:26:50
So that's why I thought I was still seeing the soft/weirdness of the crysis SSAO still there.

But, you are right it is pretty subtle. Which is good, because I remember when I played through Crysis on my 460, I had to use the Half res Z buffer command for the SSAO for better performance, and the SSAO itself was just crazy all over the place with clouding and flickering and stuff haha.

Blade II
2014-06-27, 18:18:39
Gas Guzzlers
Steam: http://store.steampowered.com/app/243800/

MSAA & OGSSAA: 0x00001041
SGSSAA: Couldn't find anything without heavy blur.

noAA|2xMS|2xSQ|2xDS|NVProfile
http://abload.de/thumb/noaal7s0e.png (http://abload.de/image.php?img=noaal7s0e.png)|http://abload.de/thumb/2xmsnasae.png (http://abload.de/image.php?img=2xmsnasae.png)|http://abload.de/thumb/2xsqv5s7o.png (http://abload.de/image.php?img=2xsqv5s7o.png)|http://abload.de/thumb/2xdsz0jms.jpg (http://abload.de/image.php?img=2xdsz0jms.jpg)|http://abload.de/thumb/nvprofileqijka.jpg (http://abload.de/image.php?img=nvprofileqijka.jpg)

The game scales very bad with forced AA, that's why I only applied 2x MSAA in the profile. Just tested the demo, maybe the full version is working better.

Blade II
2014-06-28, 15:42:19
The Witcher 2

First of all SLIKnight already wrote a fantastic tweak guide. I just took another look at Witcher 2 and experimented with PostAA, Downsampling, MSAA and SGSSAA. Here are a few notes based on SLIKnights post:

Post AA
Most of the Post Anti-Aliasing Methods give a similar result with similar performance impact. SMAA has best IQ but FPS drop is quite significant at 4k resolution. MLAA is a little bit faster but the edge detection isn't that convincing. A lot of "stairs" aren't smoothed correctly, SMAA and FXAA do a lot better job there. FXAA seems to be the best compromise then. (Driver injected FXAA is more demanding, injected FXAA (http://www.forum-3dcenter.org/vbulletin/showthread.php?t=510658) is the better choice.)

Uber- & Downsampling
The built in Ubersampling equals 2x of the native resolution if activated through the launcher. It is possible to force higher Ubersampling, see Tweaks below.
However it is fairly bugged. If enabled the ingame Anti-Aliasing doesn't work any more and the image isn't even sampled in some situation: [Example (http://abload.de/image.php?img=witcher2_2014_06_30_1x2s8r.png), Note]. Driver Downsampling does not suffer from these problems, has a better quality with the same performance impact and is therefore superior to Ubersampling.

Durante just released Beta 8 of his Downsampling-Tool GeDoSaTo (http://blog.metaclassofnil.com/) which makes it possible to run Witcher beyond 4k resolutions.

MSAA (0x000032C1)
Sadly MSAA produces quite ugly white outlines on a few of the characters skins. I think there is a conflict with some transparent textures like hair or clothes. Except that, MSAA gives a nice result (y).

OGSSAA
Not working at all, heavy glitches.

SGSSAA (0x000012C1)
Quite interesting behavior. You need to have the same amount of multi- and sparsegrid-samples, otherwise it isn't working at all. Furthermore lower modes apply more blur (and artifacts) than higher modes. 8x SGSSAA looks good if you combine it with a sharpening filter but is very demanding. 4x SGSSAA does also a quite good job if you downsample the image. I tested it with 1.5x of my native resolution (with bicubic downscaling and sharpening). Quality and performance was comparable with 8x SGSSAA while the image was a lot sharper.

Conclusion
In most cases FXAA + Downsampling (as much as possible) seems to be still the best way. Maybe we can play the Witcher 2 in a distant future with 8x SGSSAA and 2x Downsampling which surely gives an awesome image quality.

Comparison shots

2x DS + no AA|MLAA + Ubersampling|2x DS + MLAA|2x DS + FXAA|2x DS + SMAA
http://abload.de/thumb/noaa41siw.jpg (http://abload.de/image.php?img=noaa41siw.jpg)|http://abload.de/thumb/mlaa--ubersamplingr4s7u.jpg (http://abload.de/image.php?img=mlaa--ubersamplingr4s7u.jpg)|http://abload.de/thumb/mlaar8st4.jpg (http://abload.de/image.php?img=mlaar8st4.jpg)|http://abload.de/thumb/fxaauzs2z.jpg (http://abload.de/image.php?img=fxaauzs2z.jpg)|http://abload.de/thumb/smaawasb3.jpg (http://abload.de/image.php?img=smaawasb3.jpg)

2x DS + no AA|2x SG|4x SG|8x SG|4x SG + 1.5 DS
http://abload.de/thumb/noaa41siw.jpg (http://abload.de/image.php?img=noaa41siw.jpg)|http://abload.de/thumb/2x-sgx2szw.jpg (http://abload.de/image.php?img=2x-sgx2szw.jpg)|http://abload.de/thumb/4x-sgevsbx.jpg (http://abload.de/image.php?img=4x-sgevsbx.jpg)|http://abload.de/thumb/8x-sgu8sid.jpg (http://abload.de/image.php?img=8x-sgu8sid.jpg)|http://abload.de/thumb/4x-sg--1.5-dsd5saa.jpg (http://abload.de/image.php?img=4x-sg--1.5-dsd5saa.jpg)

» Uber- and Downsampling comparison shots can be found in a separate post.

Tweaks
(In addition to SLIKnights Tweaking Guide)

The config file User.ini can be found in C:\Users\[...]\Documents\Witcher 2\Config\.

It is also possible to increase Ubersampling by changing the UberSampling=x value:

UberSampling=0 and UberSampling=1 are equal and deactivate Ubersampling
UberSampling=2 equals 2x2 OGSSAA (standard)
UberSampling=3 equals 3x3 OGSSAA
UberSampling=4 equals 4x4 OGSSAA and so on.


I've zipped and uploaded all original PNG screenshots: [Download] (https://www.dropbox.com/s/9jm4ksnl4keafgi/Witcher2-AA.zip) (62 MB) [Outdated]

MrBonk
2014-06-29, 10:04:50
The Witcher 2

First of all SLIKnight already wrote a fantastic tweak guide. I just took another look at Witcher 2 and experimented with PostAA, Downsampling, MSAA and SGSSAA. Here are a few notes based on SLIKnights post:

Post AA
Most of the Post Anti-Aliasing Methods give a similar result with similar performance impact. SMAA has best IQ but FPS drop is quite significant at 4k resolution. MLAA is a little bit faster but the edge detection isn't that convincing. A lot of "stairs" aren't smoothed correctly, SMAA and FXAA do a lot better job there. FXAA seems to be the best compromise then. (Driver injected FXAA is more demanding, injected FXAA is the better choice.)

Downsampling
The built in Ubersampling equals 1.5x of the native resolution and applies a heavy blur effect. Driver downsampling is faster and sharper and therefore superior to Ubersampling. Crimson already posted some very nice comparison shots: Ubersampling and Downsampling comparison.
Durante is currently working on his next GeDoSaTo (http://blog.metaclassofnil.com/)-Release (Beta 8) with support for the Witcher 2. I'm looking forward to test the game at 8k resolution :].

MSAA (0x000032C1)
Sadly MSAA produces quite ugly white outlines on a few of the characters skins. I think there is a conflict with some transparent textures like hair or clothes. Except that, MSAA gives a nice result (y).

OGSSAA
Not working at all, heavy glitches.

SGSSAA (0x000012C1)
Quite interesting behavior. You need to have the same amount of multi- and sparsegrid-samples, otherwise it isn't working at all. Furthermore lower modes apply more blur (and artifacts) than higher modes. 8x SGSSAA looks good if you combine it with a sharpening filter but is very demanding. 4x SGSSAA does also a quite good job if you downsample the image. I tested it with 1.5x of my native resolution (with bicubic downscaling and sharpening) and the quality was a little bit better than 8x SG with a comparable performance impact.

Conclusion
In most cases FXAA + Downsampling (as much as possible) seems to be still the best way. Maybe we can play the Witcher 2 in a distant future with 8x SGSSAA and 2x Downsampling which surely gives an awesome image quality. SLI users might stick to MLAA + Ubersampling + Downsampling as SLIKnight tested a few month ago: Witcher 2 Tweak Guide.

Comparison shots

2x DS + no AA|MLAA + Ubersampling|2x DS + MLAA|2x DS + FXAA|2x DS + SMAA
http://abload.de/thumb/noaa41siw.jpg (http://abload.de/image.php?img=noaa41siw.jpg)|http://abload.de/thumb/mlaa--ubersampling8ssyg.jpg (http://abload.de/image.php?img=mlaa--ubersampling8ssyg.jpg)|http://abload.de/thumb/mlaar8st4.jpg (http://abload.de/image.php?img=mlaar8st4.jpg)|http://abload.de/thumb/fxaauzs2z.jpg (http://abload.de/image.php?img=fxaauzs2z.jpg)|http://abload.de/thumb/smaawasb3.jpg (http://abload.de/image.php?img=smaawasb3.jpg)

2x DS + no AA|2x SG|4x SG|8x SG|4x SG + 1.5 DS
http://abload.de/thumb/noaa41siw.jpg (http://abload.de/image.php?img=noaa41siw.jpg)|http://abload.de/thumb/2x-sgx2szw.jpg (http://abload.de/image.php?img=2x-sgx2szw.jpg)|http://abload.de/thumb/4x-sgevsbx.jpg (http://abload.de/image.php?img=4x-sgevsbx.jpg)|http://abload.de/thumb/8x-sgu8sid.jpg (http://abload.de/image.php?img=8x-sgu8sid.jpg)|http://abload.de/thumb/4x-sg--1.5-dsd5saa.jpg (http://abload.de/image.php?img=4x-sg--1.5-dsd5saa.jpg)

I've zipped and uploaded all original PNG screenshots: [Download] (https://www.dropbox.com/s/9jm4ksnl4keafgi/Witcher2-AA.zip) (62 MB)
Actually in Crimson's comparison,

1. His downsampled shot isn't downsampled (still native shot)
2. It's using the built in Sharpening (Which the built in AA AFIK enables by default), which looks awful
3. Once it is downsampled, it still looks worse than the ubersampling shot because of all of the insane sharpening going on. Ubersampling looks fine, it looks blurrier because the textures aren't really all that detailed to start with. It just removes the terrible sharpening filter. So once all is said and done and the Sharpening filter is disabled. They should look basically comparable.

So by my standards aside from running things like the bloom at a higher resolution by the looks of it, Downsampling with the built in sharpening doesn't look better than ubersampling. Looks worse unless the sharpening is disabled.
Other than that good work.

Blade II
2014-06-29, 11:00:09
Thanks for the input! :)

I know that Crimsons screenshot aren't downsampled. I've compared them both at 1050p with bilinear scaling (which is afaik also used by the driver for downsampling). Dunno why his screenshots differ that much in sharpness, maybe he is using other settings than me.

Personally I still think that Downsampling has a better quality at the same performance. Here are a few comparison shots:

no AA|2x Ubersample|3x Ubersample|4x Ubersample
http://abload.de/thumb/ubersample_0wikm4.png (http://abload.de/image.php?img=ubersample_0wikm4.png)|http://abload.de/thumb/ubersample_2wmkao.png (http://abload.de/image.php?img=ubersample_2wmkao.png)|http://abload.de/thumb/ubersample_3dvjht.png (http://abload.de/image.php?img=ubersample_3dvjht.png)|http://abload.de/thumb/ubersample_4eak3j.png (http://abload.de/image.php?img=ubersample_4eak3j.png)

no AA|1.25x DS|1.50x DS|1.75 DS|2.00 DS
http://abload.de/thumb/ubersample_0wikm4.png (http://abload.de/image.php?img=ubersample_0wikm4.png)|http://abload.de/thumb/ds_1.252xkx4.png (http://abload.de/image.php?img=ds_1.252xkx4.png)|http://abload.de/thumb/ds_1.50swk18.png (http://abload.de/image.php?img=ds_1.50swk18.png)|http://abload.de/thumb/ds_1.75o7k5j.png (http://abload.de/image.php?img=ds_1.75o7k5j.png)|http://abload.de/thumb/ds_2.00tqkln.png (http://abload.de/image.php?img=ds_2.00tqkln.png)

All downsampling shots were reduced to 1080p with bilinear scaling.

Ubersampling + MLAA|1.5x DS + MLAA|2.0x DS + FXAA
http://abload.de/thumb/ubersamplingmlaaxesyk.png (http://abload.de/image.php?img=ubersamplingmlaaxesyk.png)|http://abload.de/thumb/1.5x-ds--mlaa5jsgh.png (http://abload.de/image.php?img=1.5x-ds--mlaa5jsgh.png)|http://abload.de/thumb/2.0x-ds--fxaaeqsbg.png (http://abload.de/image.php?img=2.0x-ds--fxaaeqsbg.png)

Ubersampling + MLAA|1.5x DS + MLAA
http://abload.de/thumb/witcher2_2014_06_29_1y5s4a.png (http://abload.de/image.php?img=witcher2_2014_06_29_1y5s4a.png)|http://abload.de/thumb/tree-ds--mlaan6sao.png (http://abload.de/image.php?img=tree-ds--mlaan6sao.png)

Do you maybe know which setting is responsible for the sharpening process? I couldn't find any option to switch it. My settings:

http://abload.de/thumb/witcher2_settings3rkdm.png (http://abload.de/image.php?img=witcher2_settings3rkdm.png)

unlightm
2014-06-30, 01:43:53
head for :\Documents\Witcher 2\Config\user.cfg

Thanks for the input! :)

I know that Crimsons screenshot aren't downsampled. I've compared them both at 1050p with bilinear scaling (which is afaik also used by the driver for downsampling). Dunno why his screenshots differ that much in sharpness, maybe he is using other settings than me.

Personally I still think that Downsampling has a better quality at higher performance. Here are a few comparison shots:

Ubersampling + MLAA|1.5x DS + MLAA|2.0x DS + FXAA
http://abload.de/thumb/ubersamplingmlaaxesyk.png (http://abload.de/image.php?img=ubersamplingmlaaxesyk.png)|http://abload.de/thumb/1.5x-ds--mlaa5jsgh.png (http://abload.de/image.php?img=1.5x-ds--mlaa5jsgh.png)|http://abload.de/thumb/2.0x-ds--fxaaeqsbg.png (http://abload.de/image.php?img=2.0x-ds--fxaaeqsbg.png)

All downsampling shots were reduced to 1080p with bilinear scaling. Ubersampling seems to equal 1.5x Downsampling but is significantly slower than it (30 FPS vs 45 FPS). The most interesting part is that Ubersampling doesn't seem to anti-alias everything like trees:

Ubersampling + MLAA|1.5x DS + MLAA
http://abload.de/thumb/witcher2_2014_06_29_1y5s4a.png (http://abload.de/image.php?img=witcher2_2014_06_29_1y5s4a.png)|http://abload.de/thumb/tree-ds--mlaan6sao.png (http://abload.de/image.php?img=tree-ds--mlaan6sao.png)

Do you maybe know which setting is responsible for the sharpening process? I couldn't find any option to switch it. My settings:

http://abload.de/thumb/witcher2_settings3rkdm.png (http://abload.de/image.php?img=witcher2_settings3rkdm.png)

SLIKnight
2014-06-30, 16:55:56
Thanks for the input! :)
Personally I still think that Downsampling has a better quality at higher performance. Here are a few comparison shots:

Ubersampling + MLAA|1.5x DS + MLAA|2.0x DS + FXAA
http://abload.de/thumb/ubersamplingmlaaxesyk.png (http://abload.de/image.php?img=ubersamplingmlaaxesyk.png)|http://abload.de/thumb/1.5x-ds--mlaa5jsgh.png (http://abload.de/image.php?img=1.5x-ds--mlaa5jsgh.png)|http://abload.de/thumb/2.0x-ds--fxaaeqsbg.png (http://abload.de/image.php?img=2.0x-ds--fxaaeqsbg.png)

All downsampling shots were reduced to 1080p with bilinear scaling. Ubersampling seems to equal 1.5x Downsampling but is significantly slower than it (30 FPS vs 45 FPS). The most interesting part is that Ubersampling doesn't seem to anti-alias everything like trees:

Ubersampling + MLAA|1.5x DS + MLAA
http://abload.de/thumb/witcher2_2014_06_29_1y5s4a.png (http://abload.de/image.php?img=witcher2_2014_06_29_1y5s4a.png)|http://abload.de/thumb/tree-ds--mlaan6sao.png (http://abload.de/image.php?img=tree-ds--mlaan6sao.png)

Do you maybe know which setting is responsible for the sharpening process? I couldn't find any option to switch it. My settings:

http://abload.de/thumb/witcher2_settings3rkdm.png (http://abload.de/image.php?img=witcher2_settings3rkdm.png)

Personally I think 3840x2400@1920x1200 with driver FXAA looks significantly better than the "Ubersampling+1.5xDS+MLAA" combination, I was previously using in Witcher 2.
Ingame "sharpening" can of course be disabled by setting "AllowSharpen=0" in User.ini (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10055171&postcount=5353), but this results in an blurry image IMO.
Also remember to force 16xAF through the driver in Witcher 2, guys :)

"Ubersampling" fails miserably in scenes with lots of dynamic lighting and alpha textures (irregardless of whether sharpening is enabled or not)
This is most likely due to a cheap downsampling filter used by the game.

Btw, I updated my tweak guide for Aliens vs. Predator and HBAO+ post for Crysis:

Aliens vs. Predator AA guide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9730920&postcount=4081)
Crysis HBAO+ and SGSSAA guide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10253013&postcount=5910)

AvP 2010 really looks amazing at 3840x2400 with enhanced 2xSGSSAA ;)

Blade II
2014-06-30, 19:29:58
Btw, I updated my tweak guide for Aliens vs. Predator and HBAO+ post for Crysis:

Aliens vs. Predator AA guide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9730920&postcount=4081)
Crysis HBAO+ and SGSSAA guide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10253013&postcount=5910)

AvP 2010 really looks amazing at 3840x2400 with enhanced 2xSGSSAA ;)

Whoa, that's awesome! Quite amazing how fast the AvP runs on these settings. I guess you can utilize both of your 780s? ;)
Have you also tested the combination of 2160p and FXAA/SMAA? I'm just curios how big the FPS drop is compared to proper AA.

Personally I think 3840x2400@1920x1200 with driver FXAA looks significantly better than the "Ubersampling+1.5xDS+MLAA" combination, I was previously using in Witcher 2.
Ingame "sharpening" can of course be disabled by setting "AllowSharpen=0" in User.ini (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10055171&postcount=5353), but this results in an blurry image IMO.
Also remember to force 16xAF through the driver in Witcher 2, guys :)

"Ubersampling" fails miserably in scenes with lots of dynamic lighting and alpha textures (irregardless of whether sharpening is enabled or not)
This is most likely due to a cheap downsampling filter used by the game.
FXAA + DS is also a little bit better in motion. However Ubersampling + MLAA is still sharper, even if you deactivate sharpening (thx for the tipp!). I'm going to correct a few things in my post, some aspects are technical wrong. E.g. Ubersampling applies 2x2 OGSSAA and not 1.5x1.5. You can even use higher Supersampling if you increase the UberSampling setting (y).

SLIKnight
2014-06-30, 20:11:10
Whoa, that's awesome! Quite amazing how fast the AvP runs on these settings. I guess you can utilize both of your 780s? ;)
Have you also tested the combination of 2160p and FXAA/SMAA? I'm just curios how big the FPS drop is compared to proper AA.


Yep, AvP is perfectly optimized for SLI.
I get 99% usage on both GPUs even at lower settings ;)
No, I didn't try FXAA or SMAA in this game, but most likely the performance hit is quite small compared to SGSSAA.


FXAA + DS is also a little bit better in motion. However Ubersampling + MLAA is still sharper, even if you deactivate sharpening (thx for the tipp!). I'm going to correct a view things in my post, some aspects are technical wrong. E.g. Ubersampling applies 2x2 OGSSAA and not 1.5x1.5. You can even use higher Supersampling if you increase the UberSampling setting (y).

"Ubersampling" has a performance hit close to that of 2x2 OGSSAA, but certainly doesn't look as good as proper "resolution scaling" :biggrin:
At 3840x2400, the slight blur induced from driver-FXAA is very negligible IMO.

DaTraS
2014-06-30, 22:52:47
Einer schon Bits für Divinity: Original Sin gefunden?

Das Profil ist ja leider ziemlich leer (AA / SLi) und die Engine wurde anderweitig nur für Dragon Commander genutzt, wo bisher nix bekannt / gesucht (?) wurde...

MrBonk
2014-07-01, 02:08:23
Yep, AvP is perfectly optimized for SLI.
I get 99% usage on both GPUs even at lower settings ;)
No, I didn't try FXAA or SMAA in this game, but most likely the performance hit is quite small compared to SGSSAA.



"Ubersampling" has a performance hit close to that of 2x2 OGSSAA, but certainly doesn't look as good as proper "resolution scaling" :biggrin:
At 3840x2400, the slight blur induced from driver-FXAA is very negligible IMO.
Any blur downsampling w/FXAA from anything beyond 1620p is almost always negligible :tongue:

But , without sharpening it only seems blurry probably because you are so used to their oversharpened crap. It was what was making TW3 look like ass in the first several months after reveal. WAY too sharp

SLIKnight
2014-07-01, 14:17:51
I have moved my AA list "update" post: #5949 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10286959&postcount=5949)

Blade II
2014-07-01, 19:40:03
Excellent work SLIKnight! Looks like it's really time to update the list ;). I hope to get a working build of my database by the end of July. That might help a little bit.
BTW: Can you tell me how good Downsampling scales in Witcher 2 on your SLI setup? It would be especially interesting if it is faster or slower than Ubersampling (See my Witcher 2 post). Thanks :)


Warface
Free 2 Play
Link: http://store.steampowered.com/app/291480/

(a rather quick look)

SGSSAA: 0x000012C1

The game uses CryEngine 3 and (seems to be) limited to DX9. At least it makes using SGSSAA a lot easier and our Crysis 2 Bit works fine here. InGame (Post) Anti-Aliasing should be disabled! It might be also useful to lower shader and object details to medium. This greatly improves performance (shader) and reduces aliasing on surfaces (object detail). Of course the overall graphics detail decreases noticeable. The games config file can be found in (C:\Users\[...]\Saved Games\My Games\WarfaceWest\game.cfg) but is decrypted.

no AA|2x SGSSAA|4x SGSSAA|8x SGSSAA|4x SG + Mid Details|Inspector
http://abload.de/thumb/warfare_noaa7uk94.png (http://abload.de/image.php?img=warfare_noaa7uk94.png)|http://abload.de/thumb/warfare_2xsgc2jsv.png (http://abload.de/image.php?img=warfare_2xsgc2jsv.png)|http://abload.de/thumb/warfare_4xsgq2jsw.png (http://abload.de/image.php?img=warfare_4xsgq2jsw.png)|http://abload.de/thumb/warfare_8xsg3ijt3.png (http://abload.de/image.php?img=warfare_8xsg3ijt3.png)|http://abload.de/thumb/warfare_4xsg-mide2jgn.png (http://abload.de/image.php?img=warfare_4xsg-mide2jgn.png)|http://abload.de/thumb/inspectorsikbc.png (http://abload.de/image.php?img=inspectorsikbc.png)

My personal opinion: I haven't played the game yet but the hideout/training level is quite disappointing regarding graphics. If you consider that the game uses CE3 and the same developers made Crysis I expected a lot more. Let's see what online gameplay offers ;).

MrBonk
2014-07-01, 21:28:12
Warface seems too little too late. They announced the game years and years ago and it didn't come out outside of russia until not so long ago. And then it required to be played in a browser or somecrap.

I played in the Russian beta way back and really enjoyed it . But I think they missed their chance with that one

SLIKnight
2014-07-03, 13:18:43
Excellent work SLIKnight! Looks like it's really time to update the list ;). I hope to get a working build of my database by the end of July. That might help a little bit.
BTW: Can you tell me how good Downsampling scales in Witcher 2 on your SLI setup? It would be especially interesting if it is faster or slower than Ubersampling (See my Witcher 2 post). Thanks :)


SLI scaling in Witcher 2 at 3840x2400 with FXAA, 16xAF and "Maximum pre-rendered frames=2" forced in the driver is completely perfect @98-99% usage on both GPU's, using these settings in my "User.ini" file:

[Rendering]
AllowAntialias=0
AllowBloom=0
AllowBlur=0
AllowCutsceneDOF=1
AllowDOF=0
AllowDecals=1.0
AllowMotionBlur=1
AllowRain=0
AllowSSAO=1
AllowScatterDOF=0
AllowShafts=1
AllowSharpen=1 (Set to "0" depending on taste)
AllowVignette=1
AspectRatio=3
AtlasTextureDownscale=0
CharacterLodGameplayDownscale=0
DanglesLimiter=0
DetailTextureDownscale=0
FoliageDistanceScale=1.2
Fullscreen=1
MaxAtlasTextureSize=4096
MaxCubeShadowCount=3
MaxCubeShadowSize=2048
MaxSpotShadowCount=3
MaxSpotShadowSize=2048
MaxTextureSize=2048
MeshDistanceScale=1.2
ShadowQuality=3
ShadowedLights=3
TextureDownscale=0
TextureMemoryBudget=1500 (Set to no more than around half your VRAM)
Ubersampling=0
Vsync=0

[Viewport]
Height=2400
Width=3840

This means, that your comparison screenshots for single GPU mode also holds up for SLI systems, i.e. Ubersampling needs to be increased to ridiculous levels to produce the same IQ as 2x2 driver downsampling.
My User.ini file is tweaked for "true" ULTRA settings, since the configurator is still semi-broken and doesn't put all the correct variables in this file:
http://www.neogaf.com/forum/showpost.php?p=28106991&postcount=2825

caperez
2014-07-09, 03:58:55
I need help for the Motogp 14 bits, thanks in advance.

Blade II
2014-07-09, 11:52:47
SLI scaling in Witcher 2 at 3840x2400 with FXAA, 16xAF and "Maximum pre-rendered frames=2" forced in the driver is completely perfect @98-99% usage on both GPU's, using these settings in my "User.ini" file:

This means, that your comparison screenshots for single GPU mode also holds up for SLI systems, i.e. Ubersampling needs to be increased to ridiculous levels to produce the same IQ as 2x2 driver downsampling.
My User.ini file is tweaked for "true" ULTRA settings, since the configurator is still semi-broken and doesn't put all the correct variables in this file:
http://www.neogaf.com/forum/showpost.php?p=28106991&postcount=2825
Thank you so much! :) I've already edited my post a few days ago but totally forgot to write back. Sorry!
I need help for the Motogp 14 bits, thanks in advance.
According to the system requirements the game doesn't use a DirectX 9 renderer anymore, so forcing anti aliasing through the driver isn't possible. If the game supports MSAA you can enhance it to SGSSAA (Example with Anno 1404 (http://abload.de/image.php?img=anno38s92.jpg)). If not, Downsampling is the only option but performance loss is very high.

SLIKnight
2014-07-11, 00:45:37
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
HBAO+ bits information in Tribes: Ascend
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I have been doing extensive HBAO+ testing in Tribes: Ascend (http://www.hirezstudios.com/tribesascend/home/sidebar/tribes-download).
As is often the case with many recent UE3 titles, only "0x0000002F" gives an overall satisfactory result in Tribes.

Alternatively does "0x00000020" apply a very strong effect in this game, but unfortunately it bleeds through several game elements such as fog, smoke etc.
The only other useful DX9 AO flag in this game is "0x00000024", which results in a quite nice and subtle HBAO+ effect especially on distant terrain.
Sadly "24" can't be recommended either as a "complete" HBAO+ solution, since it doesn't apply any AO effect indoors.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Comparison screenshots and settings
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Here are some comparison screenshots taken at 1920x1200 with 8xSGSSAA forced using the "0x000000C1" AA flag:

No AO|0x00000020|0x00000024|0x0000002F
http://abload.de/thumb/tribesascend1_8xsgssavvuiw.png (http://abload.de/image.php?img=tribesascend1_8xsgssavvuiw.png)|http://abload.de/thumb/tribesascend1_8xsgssa4sutq.png (http://abload.de/image.php?img=tribesascend1_8xsgssa4sutq.png)|http://abload.de/thumb/tribesascend1_8xsgssaj0uhk.png (http://abload.de/image.php?img=tribesascend1_8xsgssaj0uhk.png)|http://abload.de/thumb/tribesascend1_8xsgssa0au16.png (http://abload.de/image.php?img=tribesascend1_8xsgssa0au16.png)
http://abload.de/thumb/tribesascend2_8xsgssa9lu2m.png (http://abload.de/image.php?img=tribesascend2_8xsgssa9lu2m.png)|http://abload.de/thumb/tribesascend2_8xsgssa4zu1q.png (http://abload.de/image.php?img=tribesascend2_8xsgssa4zu1q.png)|http://abload.de/thumb/tribesascend2_8xsgssa5euuf.png (http://abload.de/image.php?img=tribesascend2_8xsgssa5euuf.png)|http://abload.de/thumb/tribesascend2_8xsgssai9uls.png (http://abload.de/image.php?img=tribesascend2_8xsgssai9uls.png)
http://abload.de/thumb/tribesascend3_8xsgssawrujd.png (http://abload.de/image.php?img=tribesascend3_8xsgssawrujd.png)|http://abload.de/thumb/tribesascend3_8xsgssah0u2a.png (http://abload.de/image.php?img=tribesascend3_8xsgssah0u2a.png)|http://abload.de/thumb/tribesascend3_8xsgssarvuii.png (http://abload.de/image.php?img=tribesascend3_8xsgssarvuii.png)|http://abload.de/thumb/tribesascend3_8xsgssap4u8a.png (http://abload.de/image.php?img=tribesascend3_8xsgssap4u8a.png)

http://abload.de/thumb/tribesascend_inspectomsuif.png (http://abload.de/image.php?img=tribesascend_inspectomsuif.png)

[SystemSettings]
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.000000
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=False
SHSecondaryLighting=True
DirectionalLightmaps=True
MotionBlur=False
MotionBlurPause=True
MotionBlurSkinning=1
DepthOfField=True
AmbientOcclusion=False
Bloom=True
bAllowLightShafts=True
Distortion=True
FilteredDistortion=True
DropParticleDistortion=False
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=True
SpeedTreeFronds=True
LensFlares=True
UseVsync=False
Fullscreen=True
AllowD3D10=False
AllowD3D11=False
AllowRadialBlur=True
AllowSubsurfaceScattering=False
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=2
ShadowFilterQualityBias=1
MaxAnisotropy=16
MaxMultisamples=1
MinShadowResolution=32
MinPreShadowResolution=8
MaxShadowResolution=512
MaxWholeSceneDominantShadowResolution=1344
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=0.250000
PlayerShadowFadeResolution=16
ResX=1920
ResY=1200
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=3.000000
PreShadowResolutionFactor=1.000000
bAllowBetterModulatedShadows=False
bAllowWholeSceneDominantShadows=True
Borderless=false
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso, MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilte r=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=An iso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMag Filter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso ,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFil ter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Anis o,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFil ter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=An iso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Anis o,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMag Filter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso ,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,Mip Filter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Ani so,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=An iso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=A niso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=256,LODBias=0,MinMagFilter =Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFil ter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMa gFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFil ter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFil ter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=128,MaxLODSize=4096,LODBias=0,MinM agFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
m_TrShadowLODGroup=4
m_TrTextureLODGroup=5

[TribesGame.TrGameEngine]
bSmoothFrameRate=False
MaxSmoothedFrameRate=122.000000
AllowScreenDoorFade=False
AllowNvidiaStereo3d=False
bForceStaticTerrain=False

[TribesGame.TrDevice]
m_bTinyWeaponsEnabled=True

[TribesGame.TrPlayerController]
m_bEnableChatFilter=true
m_bShowHUDObjectives=true
m_bShowHUDNotifications=true
m_bShowHUDFriendStateNotifications=False
m_bEnableOverheadDamageIndicators=true
m_bShowHUDObjectives=true
m_bShowHUDReticule=true
m_bShowHUDCredits=true
m_bShowHUDAccolades=true
m_bShowHUDBadges=true
m_bShowHUDScores=true
m_bShowHUDHealthBar=true
m_bShowHUDVisor=False
m_bShowHUDChat=true
m_bShowHUDCombatLog=true
m_bShowHUDKillbox=true
m_bShowHUDDeathcam=true
m_bShowHUDHeroText=true
m_bShowHUDPromptPanel=true
m_bShowHUDRespawnTimer=true
m_bShowHUDSkiBars=true
m_bShowHUDFriendColoring=true
m_bShowHUDCracks=False
m_WhisperFilter=2
EnableAlienFX=false
m_bAnimMenu=true
m_bAllowSimulatedProjectiles=true

[Engine.PlayerInput]
bEnableMouseSmoothing=false
bEnableFOVScaling=true
FOVSetting=100

[TribesGame.TrConsolePlayerInput]
bViewAccelerationEnabled=FALSE

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Final notes
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

"0x0000002F" is by far the best AO solution in Tribes: Ascend.
It applies a decent AO effect both indoors and outdoors, without flickering on/off or causing any significant bleeding issues.
I have also included relevant sections of my "tribes.ini" and "TribesInput.ini" files, which can be found in your "\My Documents\My Games\Tribes Ascend\TribesGame\Config" folder.
Please ensure, that you have "AmbientOcclusion=False" set in the [SystemSettings] section of tribes.ini to disable ingame SSAO ;)

MrBonk
2014-07-11, 06:46:51
I have figured out a better flag for SGSSAA with Street Fighter IV. I only tested this with the benchmark so I have no idea whether this works with the updated newer versions of the game. I hope so! :(
http://www.neogaf.com/forum/showpost.php?p=120453709&postcount=1902

Raff
2014-07-12, 02:15:05
Kann mir jemand erklären, was es mit der 16:9-Limitierung einiger AA-Bits auf sich hat? Ich hab's nun bei MXGP und MX vs. ATV Reflex erlebt, dass AA nur mit diesem Seitenverhältnis funktioniert und bei 16:10 einfach gar keine Glättung erfolgt. Was sind die technischen Hintergründe? :confused:

MfG,
Raff

Blaire
2014-07-12, 03:03:09
Kann mir jemand erklären, was es mit der 16:9-Limitierung einiger AA-Bits auf sich hat? Ich hab's nun bei MXGP und MX vs. ATV Reflex erlebt, dass AA nur mit diesem Seitenverhältnis funktioniert und bei 16:10 einfach gar keine Glättung erfolgt. Was sind die technischen Hintergründe? :confused:


Bit #27 zusätzlich ermöglicht AA auch bei 16:10 Auflösungen, welche Bits hast du den verwendet?
Dürfte wohl mit den untersch. Texture-Größen zu tun haben bzw. wie die einzelnen AA-Funktionen implementiert wurden. Da AA-Bits aber undokumentierte NVAPI-Features sind, wird man nur schwer mehr Infos bekommen.

Raff
2014-07-12, 08:11:53
Ich hatte das Problem mit den Bits:

0x004000C1 (MX vs. ATV Reflex)
0x080012C0 (MXGP/WRC 4)

Wo muss diese ominöse #27 hin? :)

MfG,
Raff

Blade II
2014-07-12, 12:33:18
Bitte sehr, schön mit Bildern ;)

http://abload.de/thumb/teil15jsgo.png (http://abload.de/image.php?img=teil15jsgo.png) http://abload.de/thumb/teil2ltsea.png (http://abload.de/image.php?img=teil2ltsea.png)

1. Hexbit auswählen
2. Den markierten Knopf drücken
3. Haken bei Bit #27 setzen
4. Der Hexwert sollte von 0x004000C1 auf 0x084000C1 wechseln, sprich nach dem 0x0 wird eine 8 gesetzt.
5. Apply & Close

0x080012C0 (MXGP/WRC 4) hat entsprechend schon das Bit #27 gesetzt. Einige Spiele (bspw. Mirror's Edge) benötigen zwingend eine echte 16:9 Auflösung, die man über den Treiber per Custom Resolution erzwingen kann.

Blaire
2014-07-12, 21:18:33
Hat zwar nur indirekt mit AA-Bits zu tun, aber ich wollte noch drauf hinweisen, es existiert noch ein versteckter 64xS Hybrid-Modus im GeForce Treiber, welcher sich im NV Inspector "AA_MODE_METHOD_MIXEDSAMPLE_64X" schimpft.
Dieser funktioniert allerdings nur unter OpenGL, setzt sich zusammen aus 4xMSAA und 16x OG-(SSAA), der normale 32xS kam ja noch mit 8xMSAA sowie 4x OG-(SSAA) aus.
Gut soviele Games gibts nicht mehr für OpenGL, aber könnte vieleicht für den ein oder anderen Retro-Klassiker interessant sein. :)

AA_MODE_METHOD_MIXEDSAMPLE_64X = 0x0000002C
http://abload.de/thumb/64xsipql1.png (http://abload.de/image.php?img=64xsipql1.png)

64xS
http://abload.de/img/64xs_1pay2x.png

32xS
http://abload.de/img/32xsdwqoj.png

Raff
2014-07-12, 22:28:31
Bitte sehr, schön mit Bildern ;)

http://abload.de/thumb/teil15jsgo.png (http://abload.de/image.php?img=teil15jsgo.png) http://abload.de/thumb/teil2ltsea.png (http://abload.de/image.php?img=teil2ltsea.png)

1. Hexbit auswählen
2. Den markierten Knopf drücken
3. Haken bei Bit #27 setzen
4. Der Hexwert sollte von 0x004000C1 auf 0x084000C1 wechseln, sprich nach dem 0x0 wird eine 8 gesetzt.
5. Apply & Close

0x080012C0 (MXGP/WRC 4) hat entsprechend schon das Bit #27 gesetzt. Einige Spiele (bspw. Mirror's Edge) benötigen zwingend eine echte 16:9 Auflösung, die man über den Treiber per Custom Resolution erzwingen kann.

Neiß, danke! :up:
Ich hab's dann letztenlich übrigens mit der Custom Resolution 2.880 × 1.620 statt 2.560 × 1.600 (nativ) genutzt.

Hat zwar nur indirekt mit AA-Bits zu tun, aber ich wollte noch drauf hinweisen, es existiert noch ein versteckter 64xS Hybrid-Modus im GeForce Treiber, welcher sich im NV Inspector "AA_MODE_METHOD_MIXEDSAMPLE_64X" schimpft.
Dieser funktioniert allerdings nur unter OpenGL, setzt sich zusammen aus 4xMSAA und 16x OG-(SSAA), der normale 32xS kam ja noch mit 8xMSAA sowie 4x OG-(SSAA) aus.
Gut soviele Games gibts nicht mehr für OpenGL, aber könnte vieleicht für den ein oder anderen Retro-Klassiker interessant sein. :)

AA_MODE_METHOD_MIXEDSAMPLE_64X = 0x0000002C
http://abload.de/thumb/64xsipql1.png (http://abload.de/image.php?img=64xsipql1.png)

64xS
http://abload.de/img/64xs_1pay2x.png

32xS
http://abload.de/img/32xsdwqoj.png

Herrlich wahnsinnig. :biggrin: Damit kann man gewiss auch 6-GiB-Grafikkarten töten. Ich hege aber die Befürchtung, dass dieser Modus nur bis einschließlich 2.048 × 1.536 geht. Hast du den mal in Doom 3, Riddick, Wolfenstein TNO & Co. getestet?

MfG,
Raff

Blaire
2014-07-13, 00:11:17
Herrlich wahnsinnig. :biggrin: Damit kann man gewiss auch 6-GiB-Grafikkarten töten. Ich hege aber die Befürchtung, dass dieser Modus nur bis einschließlich 2.048 × 1.536 geht. Hast du den mal in Doom 3, Riddick, Wolfenstein TNO & Co. getestet?


Doom3 "Classic" hat definitiv funktioniert, mehr hab ich nicht probiert.
Ja kann sein das bei 2048x1536 Schluss wegen dem Rendertarget, probier halt selber. :)

-=Popeye=-
2014-07-13, 09:22:20
Gerade getestet mit RtCW in 1080p.

ohne AA

http://abload.de/thumb/wolfsp_2014_07_13_09_4ds0z.jpg (http://abload.de/image.php?img=wolfsp_2014_07_13_09_4ds0z.jpg)

mit AA_MODE_METHOD_MIXEDSAMPLE_64X

http://abload.de/thumb/wolfsp_2014_07_13_09_8tsut.jpg (http://abload.de/image.php?img=wolfsp_2014_07_13_09_8tsut.jpg)

Raff
2014-07-13, 12:36:35
Die fünffache Speicherbelegung, geht ja noch. :ugly:

MfG,
Raff

SLIKnight
2014-07-13, 17:50:27
Please disregard this post.

SLIKnight
2014-07-15, 18:00:28
MrBonk did some HBAO+ (http://forums.guru3d.com/showpost.php?p=4873613&postcount=662) and SGSSAA (http://forums.guru3d.com/showpost.php?p=4873550&postcount=661) testing in the DX9 mode of Far Cry 3.

Today I continued this work, and found that "0x004010C1" is sufficient for beautiful SGSSAA in this game.
I noticed no visual or performance differences between "0x004010C1" and "0x004012C1" ;)

The "0x004010C1" flag is not suitable when using "Post FX=Low" ingame, since this preset uses a reduced backbuffer resolution (DepthDownsample="1").
In this scenario, 0x004010C5 (https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/post/4264995/#4264995) is the only option for SGSSAA.

Regarding HBAO+, your best options in this game are "0x00000019" or "0x0000001F".
Unfortunately these profiles have certain issues, especially when looking through the ingame camera.
Instead of using driver-forced AO in FC3, I recommend setting SSAOLevel="6" in your GamerProfile.xml file, which is located in "\My Documents\My Games\Far Cry 3".
This will provide DX9 AO quality equal or superior to DX11 HDAO, and is the best and least problematic solution in FC3 IMO.

In order to avoid blurring and other issues with forced DX9 SGSSAA, it is important disable certain visual effects such as "Motion Blur", "Depth of Field", "FXAA" and so on.
The only way of accomplishing this is to manually edit GamerProfile.xml, and make the file "Read-only" afterwards.
Here are my full settings, including ingame settings, GamerProfile.xml and NVIDIA Inspector:

Video|Video Quality|GamerProfile.xml| Launch options|NVIDIA Inspector
http://abload.de/thumb/fc3_video_optionsdoian.png (http://abload.de/image.php?img=fc3_video_optionsdoian.png)|http://abload.de/thumb/fc3_videoquality_optikkfvn.png (http://abload.de/image.php?img=fc3_videoquality_optikkfvn.png)|http://abload.de/thumb/fc3_gamerprofilelbfbz.png (http://abload.de/image.php?img=fc3_gamerprofilelbfbz.png)|http://abload.de/thumb/fc3_shortcut3td74.png (http://abload.de/image.php?img=fc3_shortcut3td74.png)|http://abload.de/thumb/fc3_inspectorbrdye.png (http://abload.de/image.php?img=fc3_inspectorbrdye.png)


Please note, that I'm using the "0x02502C05" DX9 SLI profile in FC3, since SLI bit #20 is needed to get full scaling: Far Cry 3 performance issues! (GeForce forums) (https://forums.geforce.com/default/topic/525060/pc-games/far-cry-3-performance-issues-/2/)
I have also manually added these lines of code to GamerProfile.xml:

<Post>
<quality GameDepthOfField="0" CinematicDepthOfField="0" FXAALevel="0" MotionBlur="0" id="ultrahigh" />
</Post>

This tells the game to disable FXAA, motion blur and all types of DoF under the "Post FX=Ultra" preset.
Here are some comparison screenshots taken at 1920x1200 with Ceano's FC3 Compilation (http://forums.ubi.com/showthread.php/734046-Mods-for-Far-Cry-3?p=8834721&viewfull=1#post8834721) installed:

No AA|4xSGSSAA
http://abload.de/thumb/farcry33_noaaireh6.png (http://abload.de/image.php?img=farcry33_noaaireh6.png)|http://abload.de/thumb/farcry33_0x004010c1x6fom.png (http://abload.de/image.php?img=farcry33_0x004010c1x6fom.png)
http://abload.de/thumb/farcry31_noaafbcnr.png (http://abload.de/image.php?img=farcry31_noaafbcnr.png)|http://abload.de/thumb/farcry31_0x004010c11geje.png (http://abload.de/image.php?img=farcry31_0x004010c11geje.png)
http://abload.de/thumb/farcry32_noaaukchl.png (http://abload.de/image.php?img=farcry32_noaaukchl.png)|http://abload.de/thumb/farcry32_0x004010c1wmedf.png (http://abload.de/image.php?img=farcry32_0x004010c1wmedf.png)


A while back I also wrote an extensive tweaking guide for Far Cry 2 and the DX11 version of FC3.
It explains a few more subtleties, which I believe to be a little off-topic to include in the current post: #4636 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9869119&postcount=4636)

Teo_90
2014-07-15, 22:31:23
Einer schon Bits für Divinity: Original Sin gefunden?

Das Profil ist ja leider ziemlich leer (AA / SLi) und die Engine wurde anderweitig nur für Dragon Commander genutzt, wo bisher nix bekannt / gesucht (?) wurde...


Würde es auch begrüßen, wenn jemand vll. jemand ein paar Bits gefunden hat und sie uns mitteilen könnte. Probiere schon ein paar Stunden rum. Aber leider nur Grafikfehler ...

SLIKnight
2014-07-16, 17:37:42
Anybody have any idea how exactly "Guzz" is disabling the FXAA in Metro: Last Light in this post?
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/post/3952749/#3952749

I would love to get some DX9 SGSSAA going in Metro:LL, just like with "0x000010C1" in Metro 2033: #4551 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9854011&postcount=4551)

4Fighting
2014-07-16, 18:52:05
Anybody have any idea how exactly "Guzz" is disabling the FXAA in Metro: Last Light in this post?
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/post/3952749/#3952749

I would love to get some DX9 SGSSAA going in Metro:LL, just like with "0x000010C1" in Metro 2033: #4551 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9854011&postcount=4551)

this tool should be able to extract all relevant Metro last light files

http://ul.to/3qf0v065

I guess somewhere within these files there you may find the fxaa shader:(
But I have no clue how to merge the extract files again...may be metro uses then the modified extracted files priorly

/edit
There you go:

http://abload.de/thumb/metrollhtkr6.jpg (http://abload.de/image.php?img=metrollhtkr6.jpg)

Guzz
2014-07-16, 19:51:58
Anybody have any idea how exactly "Guzz" is disabling the FXAA in Metro: Last Light in this post?
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/post/3952749/#3952749

I would love to get some DX9 SGSSAA going in Metro:LL, just like with "0x000010C1" in Metro 2033: #4551 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9854011&postcount=4551)
Run game and Alt+Tab it.
Run Cheat Engine (http://www.cheatengine.org/)
Set "Value type - Grouped"
Value for DX9 - f:0.0833 f:0.5 f:-2 f:3
Value for DX11 - f:0.299 f:0.587 f:0.114
All found values should be changed to 0.
Alt+Tab to game, FXAA will be disabled.

SLIKnight
2014-07-17, 00:18:22
Thank you very much for the responses, guys :)
Never messed around with shader files in this respect before.

But I think I will just stick to 4xSSAA in Metro:LL.
Looks almost as good as SGSSAA IMO.

SLIKnight
2014-07-20, 17:19:31
I have moved my AA list update post: #6025 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10329658&postcount=6025)

SLIKnight
2014-07-25, 19:11:38
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Background information and .ini tweaking in BioShock Infinite
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Unlike its two predecessors BioShock 1 & 2 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9254703&postcount=2348), SGSSAA can't be forced in BioShock Infinite since it is DX11 only.
This means, that we are stuck with using the ingame FXAA setting combined with driver downsampling.
When running "Ultra" settings at very high resolutions, the texture streaming system of BI can cause stuttering and may result in high detail textures not loading properly.

There is however a relatively simple solution to this problem, i.e. increase the size of the texture cache the game uses to load textures into.
What really interests us here is the "PoolSize" variable located in "XEngine.ini".
It should be adjusted according to available VRAM, following the formula #GB VRAM x 600 (http://67.227.255.239/forum/showthread.php?t=529440) = 3 x 600 = 1800 for 3GB VRAM.
For a smooth, stutter free experience at 3K or 4K resolutions, I also recommend a few other .ini file tweaks:


XCompat.ini:

[Configuration]
bInitializeShadersOnDemand=TRUE (Replace all instances of "bInitializeShadersOnDemand=FALSE")

XEngine.ini:

[TextureStreaming]
PoolSize=1800 (Use the "-ReadTexturePoolFromIni" launch parameter in Steam)

[SystemSettings]
VsyncTo60WhenUnder30=True
bInitializeShadersOnDemand=TRUE

[FullScreenMovie]
;StartupMovies=2KLogoSweep720p2997
;StartupMovies=IrrationalLogoTest
;StartupMovies=UE3AnimatedLogo_ProRes

XUI.ini:

[GFxUIEngine]
MaxResolutionUpScale=0.8 (Scales the HUD)

XUserOptions.ini:

[XCore.XUserOptionsManager]
MaxUserFOVOffsetPercent=28.570000 (Increases the maximum of the ingame FOV slider to 100 degrees)

All of the .ini files mentioned above can be found in your "My Documents\My Games\BioShock Infinite\XGame\Config" folder.
Please note, that I have "commented out" three of the introductory movies played at game startup in the [FullScreenMovie] section of XEngine.ini.
This will prevent those particular movies from playing, but to disable all introductory movies we need to do some more advanced tweaking:

1) Go to "\steamapps\common\BioShock Infinite\XGame\Movies"
2) Rename or delete "AMDLogo720p.bik".
3) Download the blank .bik (http://www.forum-3dcenter.org/vbulletin/attachment.php?attachmentid=49151&d=1406305448) file, I have attached to this post
4) Extract the .bik included in "BI_blank_bik.zip" to the location of the original "AMDLogo720p.bik" file.
5) Voila, no more annoying introductory movies in BioShock Infinite :)

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Settings and screenshot gallery
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Personally I'm running at 3840x2400 with all "Ultra" settings, except that I have reduced "Dynamic Shadows" to "High" and changed the "Post Processing" setting to "Alternate".
These two changes are simply done as a matter of personal preference, and not really for performance reasons.

Setting "Dynamic Shadows" to "Very High" or "Ultra" will enable DX11 contact hardening shadows, which I find to be a little overdone and fuzzy-looking in BioShock Infinite.
And "Alternate" post processing looks significantly better than "Normal" IMO, but is also more demanding:
http://www.neogaf.com/forum/showpost.php?p=52118352&postcount=1954

Without further ado, I will include my full settings and NVIDIA Inspector profile:

Graphics Part 1|Graphics Part 2| Keyboard/Mouse|Launch options|NVIDIA Inspector
http://abload.de/thumb/bi_graphics_settings_yquki.png (http://abload.de/image.php?img=bi_graphics_settings_yquki.png)|http://abload.de/thumb/bi_graphics_settings_rkuln.png (http://abload.de/image.php?img=bi_graphics_settings_rkuln.png)|http://abload.de/thumb/bi_keyboard_mouse_seti1u6t.png (http://abload.de/image.php?img=bi_keyboard_mouse_seti1u6t.png)|http://abload.de/thumb/bi_launch_optionsmfuqw.png (http://abload.de/image.php?img=bi_launch_optionsmfuqw.png)|http://abload.de/thumb/bi_inspectorwlupw.png (http://abload.de/image.php?img=bi_inspectorwlupw.png)


These settings are of course combined with all the tweaks mentioned in the above "BioShock Infinite .ini tweaks" spoiler.
Under these conditions, I get a smooth 50-65 FPS ingame on my 780 GTX SLI setup with 98-99 % usage on both GPU's.
Finally, I will include a small screenshot gallery to demonstrate the overall beauty of a carefully tweaked BI:

http://abload.de/thumb/bioshockinfinite_201477u65.png (http://abload.de/image.php?img=bioshockinfinite_201477u65.png) http://abload.de/thumb/bioshockinfinite_2014m9ure.png (http://abload.de/image.php?img=bioshockinfinite_2014m9ure.png) http://abload.de/thumb/bioshockinfinite_20145fug0.png (http://abload.de/image.php?img=bioshockinfinite_20145fug0.png) http://abload.de/thumb/bioshockinfinite_2014z9ucm.png (http://abload.de/image.php?img=bioshockinfinite_2014z9ucm.png) http://abload.de/thumb/bioshockinfinite_201474uq7.png (http://abload.de/image.php?img=bioshockinfinite_201474uq7.png) http://abload.de/thumb/bioshockinfinite_20146bujs.png (http://abload.de/image.php?img=bioshockinfinite_20146bujs.png) http://abload.de/thumb/bioshockinfinite_2014dzuny.png (http://abload.de/image.php?img=bioshockinfinite_2014dzuny.png) http://abload.de/thumb/bioshockinfinite_2014zxu1a.png (http://abload.de/image.php?img=bioshockinfinite_2014zxu1a.png) http://abload.de/thumb/bioshockinfinite_2014eaum5.png (http://abload.de/image.php?img=bioshockinfinite_2014eaum5.png)

N0Thing
2014-07-26, 02:13:12
Die bisherigen AA-Bits 0x204002C1 für The Wolf Among Us scheinen nicht mehr zu greifen. Auflösung ist 1600x900 (mit 1680x1050 funktioniert es weiterhin nicht) und Ingame AA ist deaktiviert.

Gast
2014-07-26, 02:37:24
Nimm für SGSSAA einfach immer 0x204412C1. Macht komplett keinen Sinn, an Bits zu sparen, so lange es keine offenkundigen Probleme wie Blur oder schlechtere Performance als mit DS gibt. 16:9 nicht vergessen.
Für MSAA sieht das natürlich anders aus.

SLIKnight
2014-07-26, 17:23:02
Die bisherigen AA-Bits 0x204002C1 für The Wolf Among Us scheinen nicht mehr zu greifen. Auflösung ist 1600x900 (mit 1680x1050 funktioniert es weiterhin nicht) und Ingame AA ist deaktiviert.

That is strange :confused:
At 1920x1080 with 337.88 WHQL, the "0x204002C1" bit works great for 8xSGSSAA on my end: #88 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10258183&postcount=88)

N0Thing
2014-07-26, 20:04:29
Maybe I'll try the older Episodes next week. Till Episode 4 SGSSAA worked just fine.

Und danke an den Gast, werde deine AA-Bits ebenfalls ausprobieren. ;)

N0Thing
2014-07-26, 22:19:49
Ok, I solved the problem. Somehow the game was not recognised by the driver. After adding it manually the 0x204002C1 are working just fine again. Thank you everyone for your time. :)

MrBonk
2014-08-02, 10:55:54
Versuch mal "0x006000C1" für Binary Domain und MSAA und SGSSAA.
Edit: Hab die AA-Bits nochmal geupdatet... (MSAA + Transparency Supersampling funktionieren damit
- SGSSAA (nativ 2x, 4x und 8xSGSSAA wirken etwas blurry)
Hybriden aus 8xMS + 2x/4x SGSSAA bzw. 4xMS + 2x SGSSAA liefern ein schärferes Bild.

Wichtig noch zu erwähnen.
-Es gibt leichte Glitches/Ränder an der Spielfigur, lässt sich nicht vermeiden.
-Ältere OGSSAA bzw. Hybrid Modis funktionieren nicht!

AA deaktiviert:
http://www.abload.de/thumb/binaryaaoff38y93.png (http://www.abload.de/image.php?img=binaryaaoff38y93.png)
8xMSAA:
http://www.abload.de/thumb/binary7vjx8.png (http://www.abload.de/image.php?img=binary7vjx8.png)
8xSGSSAA:
http://www.abload.de/thumb/binarydomain8sgbxlqh.png (http://www.abload.de/image.php?img=binarydomain8sgbxlqh.png)


After testing this myself, it's still unsuitable for SGSSAA, as this happens after a period of time
http://i2.minus.com/iqS1acQ8wRs2I.png
It looks a little crazy in motion

This happens when using MSAA+TrSSAA as well

It doesn't happen with 0x00400046 but that flag still has the black hair glitch

Other flags have one glitch or the other. No way around it.

Raff
2014-08-02, 11:32:59
Hat jemand funktionierende Bits für Sacred 3 (http://www.pcgameshardware.de/Sacred-3-PC-231266/Specials/Technik-Test-Benchmarks-1130647/) gefunden? :) Das Spiel bietet von Haus nur FXAA (unter DX9).

MfG,
Raff

Hübie
2014-08-02, 11:56:37
Hast denn schon die üblichen verdächtigen probiert? 10C1, 12C1, 2040C1 etc..

aufkrawall
2014-08-02, 14:35:21
Was steht im Startpost als Empfehlung für SGSSAA bei unbekannten Spielen? ;)
Dass sich diese Information einfach nicht durchsetzen will...

Gast
2014-08-02, 15:08:17
Gibt es was für MotoGP 2014 ? WCR3/4 & Moto GP 2013 funktionieren leider nicht.
Das spiel bietet nix, kein AA, kein FXAA, traurig.

Blaire
2014-08-02, 17:04:08
After testing this myself, it's still unsuitable for SGSSAA, as this happens after a period of time
http://i2.minus.com/iqS1acQ8wRs2I.png
It looks a little crazy in motion

This happens when using MSAA+TrSSAA as well

It doesn't happen with 0x00400046 but that flag still has the black hair glitch

Other flags have one glitch or the other. No way around it.

Argh... really true, they are too strong side-effects and therefore not an option. Alternative Bits also not really exist. --> Downsampling ftw

SLIKnight
2014-08-02, 18:30:43
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Background information on SLI & AA modes in Serious Sam HD: The First Encounter & The Second Encounter
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I decided to revisit Serious Sam HD: TFE & TSE, and optimize the latest versions of these games for optimal IQ and performance on my 780 GTX SLI setup.
A long time ago I did some SLI testing using my old 480 GTX SLI setup, but a few things have changed since then: #726 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9578285&postcount=726), #608 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9504655&postcount=608)

First and foremost, enhancing the ingame MSAA setting with SGSSAA doesn't work in the latest version of TSE (206584), but still works reasonably well in TFE (206580).
As an alternative to SGSSAA in TSE, I recommend setting the ingame "Rendering Pixel Ratio" slider to its far right position (100%), which is equivalent to using 1.5x1.5 downsampling.
The default value for RPR is 50%, which is the same as no SSAA/downsampling.
If you have the GPU power for it, I suggest combining ingame RPR with driver downsampling for the best possible IQ.
Alternatively, you might want to follow the advice given by "MrBonk" in this post: #5966 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10302012&postcount=5966)

Additionally, DX9 SLI bit #30 is also needed to get optimal performance in TFE.
I noticed no problems with bit #30 in TFE using 337.88 WHQL, only a performance increase in some scenes :)
This means "0x42C00005" is the best SLI solution for both TFE and TSE.
Unfortunately there are still drops in GPU usage when moving through water in TFE/TSE, but this is a known problem with the Serious Engine 3 used in these games, and cannot be fixed using SLI bits :(

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Settings and screenshots
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

As mentioned above, enhanced SGSSAA works quite well in TFE.
It does fail around torches, and for that reason I am combining it with Rendering Pixel Ratio=100%.
Here are some comparison screenshots of MSAA and SGSSAA (these are taken with RPR set to 80%, since I was using that at the time):

8xMSAA (RPR=0.8)|8xSGSSAA (RPR=0.8)|GPU Settings|NVIDIA Inspector
http://abload.de/thumb/samhd_tfe1_rpr80_8xms0rjsh.png (http://abload.de/image.php?img=samhd_tfe1_rpr80_8xms0rjsh.png)|http://abload.de/thumb/samhd_tfe1_rpr80_8xsgipji9.png (http://abload.de/image.php?img=samhd_tfe1_rpr80_8xsgipji9.png)|http://abload.de/thumb/tfe_gpu_settingsm4kc6.png (http://abload.de/image.php?img=tfe_gpu_settingsm4kc6.png)|http://abload.de/thumb/tfe_inspectorykjuy.png (http://abload.de/image.php?img=tfe_inspectorykjuy.png)


In TSE, enhancing with SGSSAA does nothing except lower performance and apply a negative LOD bias, which creates additional aliasing.
For that reason, I am now using a combination of 4xMSAA, Rendering Pixel Ratio=100% and driver downsampling from 2880x1800 to 1920x1200 (2.25xDS), which gives a very decent result IMO.
To fully illustrate the problem with enhanced SGSSAA in TSE, I have made a few comparisons:

8xMSAA (RPR=0.8)|8xSGSSAA (RPR=0.8)|8xMSAA (RPR=1)|2.25xDS + 4xMSAA (RPR=1)
http://abload.de/thumb/samhd_tse2_rpr80_8xmshfk82.png (http://abload.de/image.php?img=samhd_tse2_rpr80_8xmshfk82.png)|http://abload.de/thumb/samhd_tse2_rpr80_8xsgkbjdc.png (http://abload.de/image.php?img=samhd_tse2_rpr80_8xsgkbjdc.png)|http://abload.de/thumb/samhd_tse2_rpr100_8xm8okhy.png (http://abload.de/image.php?img=samhd_tse2_rpr100_8xm8okhy.png)|http://abload.de/thumb/samhd_tse1_2.25xssaa_tzj72.png (http://abload.de/image.php?img=samhd_tse1_2.25xssaa_tzj72.png)
http://abload.de/thumb/samhd_tse1_rpr80_8xmsqkk3u.png (http://abload.de/image.php?img=samhd_tse1_rpr80_8xmsqkk3u.png)|http://abload.de/thumb/samhd_tse1_rpr80_8xsg4akfk.png (http://abload.de/image.php?img=samhd_tse1_rpr80_8xsg4akfk.png)|http://abload.de/thumb/samhd_tse1_rpr100_8xmesjn2.png (http://abload.de/image.php?img=samhd_tse1_rpr100_8xmesjn2.png)|http://abload.de/thumb/samhd_tse2_2.25xssaa_dzj7e.png (http://abload.de/image.php?img=samhd_tse2_2.25xssaa_dzj7e.png)


-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Tweaking guide for Serious Sam 3
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I have also written an extensive tweaking guide for Serious Sam 3: #5968 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10303354&postcount=5968)
It contains detailed information about ingame AA settings, optimized mouse settings for reduced input lag and much more.

Hübie
2014-08-02, 18:50:09
Was steht im Startpost als Empfehlung für SGSSAA bei unbekannten Spielen? ;)
Dass sich diese Information einfach nicht durchsetzen will...

Meinst du 204412C1? Ja gut hätte ich auch erwähnen können ;D

aufkrawall
2014-08-02, 18:58:31
Geenau.
Wenn das Bit keinen Effekt zeigt, kann mans nämlich gleich komplett vergessen.

MrBonk
2014-08-02, 21:58:09
Argh... really true, they are too strong side-effects and therefore not an option. Alternative Bits also not really exist. --> Downsampling ftw
Yeah, it's really frustrating.

What's frustrating with Downsampling too is that we are limited to 2x2 driver. But on top of that, for whatever reason, the shadow system in game or some secondary SSAO system (That is not disableable) looks a bit worse at high resolutions.


Another thing is that the 46 and 6xxxc1 flags would not work for AA at 1600x900 or 1366x768, only 1920x1080 that I had tested. Even stranger, is that the same goes for HBAO+.

I am in the process of trying to figure out how to get it to work with GeDoSaTo so we can get better AA. Downside of that is that HBAO+ won't work.

MrBonk
2014-08-03, 03:38:25
Also: I played with enhanced 8xSGSSAA quite a bit myself in SSHD, the only thing it sucked at was simply missing a lot of elements (Like foliage) and didn't work amazingly though decent.

A better solution is to actually 2x2 downsample, use 4xMSAA enhanced to 2xTrSSAA with "Antialiasingtransparency=2" in one of the CFG files

And then use driver FXAA on top of that.
(Heck , now with GeDoSaTo, you may be able to get even better results)
With custom flags working for HBAO+ now, i'm thinking I might go back to try various functions to get it to function correctly in TFE,TSE and BFE

Comparison of AAT=0 vs AAT=2

=0 (http://i.minus.com/ibhv5y1CHaiXWM.png)
=2 (http://i.minus.com/ib19IDDnJDcGTo.png)

An old image though without that enabled.

2x2 Driver downsampling + 4xMSAA+Enhanced 4xTrSSAA + FXAA

http://i.minus.com/ibmEs3znBXwVk6.png


If you have super hardware, you can also try 2x2 downsampling+max RPR (Which IIRC is actually only 1.5x1.4997 =~2.25xSSAA near equivalent of 1280x720 to 1920x1080, take a look at this 1800p shot with the max enabled http://i.minus.com/ibpcy4JmCpoBgW.jpg 4800 is 1.5x of 3200 , 2696 is 1.497x of 1800)

Teo_90
2014-08-03, 10:01:56
Hat jemand funktionierende Bits für Sacred 3 (http://www.pcgameshardware.de/Sacred-3-PC-231266/Specials/Technik-Test-Benchmarks-1130647/) gefunden? :) Das Spiel bietet von Haus nur FXAA (unter DX9).

MfG,
Raff

Wie kann man denn den DX9 Modus aktivieren? Bei mir ist standardmäßig DX11 aktiv.

SLIKnight
2014-08-04, 17:34:22
------------------------------------------------------------------------------------------------------------------------------------------
Tweaking, input lag and AA modes in Serious Sam 3
------------------------------------------------------------------------------------------------------------------------------------------

In Serious Sam 3, it is possible to either force driver SGSSAA with the "0x000002C1" flag or simply enhance the ingame MSAA setting.
Unfortunately neither of these options affect vegetation, and result in additional aliasing due to the driver LOD adjustment: Guru3D AA thread (#1955) (http://forums.guru3d.com/showpost.php?p=4804447&postcount=1955)

IMO this is not a big deal, since SS3 has such a wide range of ingame AA settings.
At the "Ultra" preset, 4xMSAA and FXAA=Ultra are enabled.
If this is insufficient, the game also has an ingame OGSSAA setting ("Super-Sample Antialiasing" under Performance -> GPU Speed -> GPU Settings)
Setting this to "High (4x)" should be equivalent to using 2x2 downsampling.

SS3 can have a slight problem with input lag, especially in SLI mode.
This issue can however be heavily reduced or even completely fixed by adjusting a few ingame control and gameplay options.
The first step is to enable "Mouse Smoothing" and "Fixed Crosshair" and disable "Mouse Acceleration" under the "Keyboard and Mouse" options section.
To get rid of the last bit of mouse "weirdness", I recommend disabling "View Bobbing" under "Game Options".
These mouse options are also optimal in Serious Sam HD: The First Encounter & The Second Encounter.

In addition to the tweaks mentioned above, I also highly recommend disabling "Autosave" under "Game Options" as well as setting "Color Scheme" to "Vivid" under the "Graphics Options" menu.
The auto save system of SS3 is very annoying, and can actually also cause additional stuttering etc.
Just remember to quick save frequently after disabling auto save (F6).

Another very important setting is "Max 3D Rendering MPIX", which is located under "GPU settings".
I highly recommend setting it to "Unlimited", or the game will be limited to render at no more than 1920x1080 (~2 megapixels).

Finally "+men_bShowIntroCutscene 0" (without quotes) should be added to your Steam launch option line.
This will disable the annoying introductory movie played at game startup.

------------------------------------------------------------------------------------------------------------------------------------------
Full settings and screenshot gallery
------------------------------------------------------------------------------------------------------------------------------------------

Due to the power of my 780 GTX SLI setup, I am able to use both 8xMSAA and 4xSSAA at 1920x1200, with the "Ultra" preset tweaked for even better IQ.
Here is a small screenshot gallery of the final result (all relevant ingame settings are included in the "Serious Sam 3 settings" spoiler):

http://abload.de/thumb/sam3_2014_08_04_14_29piu3e.png (http://abload.de/image.php?img=sam3_2014_08_04_14_29piu3e.png) http://abload.de/thumb/sam3_2014_08_04_14_309lu4f.png (http://abload.de/image.php?img=sam3_2014_08_04_14_309lu4f.png) http://abload.de/thumb/sam3_2014_08_04_14_32gnuxh.png (http://abload.de/image.php?img=sam3_2014_08_04_14_32gnuxh.png) http://abload.de/thumb/sam3_2014_08_04_14_328fujk.png (http://abload.de/image.php?img=sam3_2014_08_04_14_328fujk.png) http://abload.de/thumb/sam3_2014_08_04_14_33uyup7.png (http://abload.de/image.php?img=sam3_2014_08_04_14_33uyup7.png) http://abload.de/thumb/sam3_2014_08_04_14_33gru2h.png (http://abload.de/image.php?img=sam3_2014_08_04_14_33gru2h.png) http://abload.de/thumb/sam3_2014_08_04_14_35zeu10.png (http://abload.de/image.php?img=sam3_2014_08_04_14_35zeu10.png) http://abload.de/thumb/sam3_2014_08_04_14_393eu3q.png (http://abload.de/image.php?img=sam3_2014_08_04_14_393eu3q.png) http://abload.de/thumb/ss3_inspectorwbu84.png (http://abload.de/image.php?img=ss3_inspectorwbu84.png)

Keyboard and Mouse

Mouse Smoothing: Enabled
Fixed Crosshair: Enabled
Mouse Acceleration: Disabled

Display Netricsa: Mouse Button 4 (thumb mouse button of my Logitech G5)

Game Options

Autosave: Disabled
View Bobbing: Disabled

Graphics Options

Enable V-Sync: Disabled
Field of View: 85.00
Color Scheme: Vivid

Voice Options

Enable Voice: Disabled

Performance

CPU Speed: Ultra
GPU Speed: Ultra (6 customized)
GPU Memory: Ultra

GPU Settings

Max 3D Rendering MPIX: Unlimited
Parallax Mapping: Nice
Parallaxing Quality: High
Multi-Sample Antialiasing: High (8x)
Super-Sample Antialiasing: High (4x)
Ambient Occlusion Quality: High

Advanced Options

Custom HUD Scale: 30%

aufkrawall
2014-08-04, 17:45:41
I'm currently playing the game as well.
To reduce input lag, I set prerendered frames to 1 in driver. It probably reduces performance by some percent, but the game definitely reacts more responsively.
fps aren't too high here (780 Ti@1,24Ghz, 1440p, 2xSSAA + 2xMSAA + FXAA), but it looks nice and is playable.
I wasn't very happy with results at 1080p, couldn't ignore POM shimmering. With 1440p it's still far from perfect, but I can concentrate on playing much better.
Oh well, I'd like to have 4k and temporal SMAA like in Infamous for PS4...

Neobis
2014-08-04, 17:57:53
Habe jetzt nicht so die Ahnung, deshalb frage ich einmal hier nach. Auf der ersten Seite habe ich keinen Eintrag zu dem Spiel Unreal gefunden. Meine Version läuft mit DX 9 und dafür müsste es doch eigentlich Bits für geben. Oder suche ich nur falsch? Schon einmal danke für euer Verständnis. :redface:

aufkrawall
2014-08-04, 18:01:30
Da überhaupt keine Post- oder Fullscreen-Effekte zum Einsatz kommen, sollte das Resultat schon ohne Flags optimal sein.
Zum Spaß kannst du aber auch einfach 0x204412C1 nehmen.

Neobis
2014-08-04, 18:18:20
Die Ini Werte habe ich bis zum Anschlag aufgebohrt und das ganze rennt dann noch zusätzlich mit dem schweren Texture Update. Weiterhin rennt das Spielchen Butterweich mit 60 FPS in 3840x2160 Bildpunkten. :) Getsern habe ich einmal die FPS Begrenzung abgeschaltet und da lief das Spiel durchschnittlich mit 190 FPS vor mir weg. Darum dachte ich, es gibt noch etwas zu verbessern. Morgen werde ich einmal den DX 10 Renderer von Kentie benutzen! Aber danke für deinen Tip. Den werde ich nachher einmal verwenden.

SLIKnight
2014-08-04, 18:22:02
I'm currently playing the game as well.
To reduce input lag, I set prerendered frames to 1 in driver. It probably reduces performance by some percent, but the game definitely reacts more responsively.
fps aren't too high here (780 Ti@1,24Ghz, 1440p, 2xSSAA + 2xMSAA + FXAA), but it looks nice and is playable.
I wasn't very happy with results at 1080p, couldn't ignore POM shimmering. With 1440p it's still far from perfect, but I can concentrate on playing much better.
Oh well, I'd like to have 4k and temporal SMAA like in Infamous for PS4...

Sounds interesting.
But with my adjusted mouse settings, I get close to zero input lag, even in 2-way SLI mode.
Reducing pre-rendered frames isn't really necessary IMO, and most likely will hurt SLI scaling ;)
With the settings described in the above post, I get around 45-60 FPS with 98-99% usage on both GPU's and around 2000-2200 MB VRAM in use.

MrBonk
2014-08-04, 23:31:14
I think the IL in BFE is just because of how the game is made.

Sometimes the devs are active on the forums and steam forums. Perhaps could ask there?

Also: I'm starting to think all of your tweak guides should be added as links to respective game pages on www.pcgamingwiki.com

SLIKnight
2014-08-05, 20:20:05
I have posted a new SLI/SGSSAA guide for "Verdun" here:
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10304595&postcount=1603

BetA
2014-08-06, 21:53:10
anyone got the "Mind Path to Thalamus" AA bits?
its Unreal Engine 3 or 4. im not shure right now...

Thanks,

greetz BeTA

aufkrawall
2014-08-07, 22:32:25
Sounds interesting.
But with my adjusted mouse settings, I get close to zero input lag, even in 2-way SLI mode.

Hm, with mouse smoothing, input lag feels higher to me.
I fully disabled mouse acceleration in Windows via reg hack, dunno if this makes any difference. In some games it can.
I'm having my MX518 at 1600dpi and reduced mouse sensivity as much as possible in-game. Feels best to me.

Btw., one can use Direct3D11 or OpenGL in the game by defining a start parameter:
"+gfx_strAPI Direct3D11" or "+gfx_strAPI OpenGL"
This fixes anti aliasing for alphatests, so one can use TrSSAA.
Also SGSSAA works, but you have to disable AO to avoid corruption and one can notice that the in-game AA tends to fail with bloom. Thus it's still not an option to me.
If we had DX11 AA bits... :redface:

SLIKnight
2014-08-07, 23:31:46
I didn't know about DX11 TrSSAA/SGSSAA in SS3, very cool stuff :)
But both Serious Sam 3 and Sam HD: The Second Encounter definitively feels smoother to me with "Mouse smoothing" enabled.
Perhaps this is only the case in SLI mode under certain GPU limited settings?
I am using a Logitech G5 laser mouse at 800 DPI btw.

And yes, we REALLY need DX11 AA bits by now.
It would be such a shame, if the AA thread slows down or dies out because of such a "basic" driver limitation :(

MrBonk
2014-08-08, 11:08:30
Hm, with mouse smoothing, input lag feels higher to me.
I fully disabled mouse acceleration in Windows via reg hack, dunno if this makes any difference. In some games it can.
I'm having my MX518 at 1600dpi and reduced mouse sensivity as much as possible in-game. Feels best to me.

Btw., one can use Direct3D11 or OpenGL in the game by defining a start parameter:
"+gfx_strAPI Direct3D11" or "+gfx_strAPI OpenGL"
This fixes anti aliasing for alphatests, so one can use TrSSAA.
Also SGSSAA works, but you have to disable AO to avoid corruption and one can notice that the in-game AA tends to fail with bloom. Thus it's still not an option to me.
If we had DX11 AA bits... :redface:

Got some screenshots of this? Would love to see some comparisons.

Particularly pertaining to the gauntlet for example. Nothing is going to fix the aliasing on that, and/or the undersampling of the bloom buffer for objects like that. As they are deliberately lower resolution.

This is as answered by a developer I asked once.

Atma
2014-08-08, 17:01:23
Seit geraumer Zeit verursacht SGSSAA in Diablo 3 mit dem offiziellen Bit 0x004412C1 sehr starken Blur bei mir. Kann das jemand gegentesten?

0x004412C1 mit 4x MSAA + TrSSAA:

http://abload.de/thumb/diabloiii2014-08-081624aak.png (http://abload.de/image.php?img=diabloiii2014-08-081624aak.png)

0x004412C1 mit 4x SGSSAA:

http://abload.de/thumb/diabloiii2014-08-0816cvl0j.png (http://abload.de/image.php?img=diabloiii2014-08-0816cvl0j.png)

DaTraS
2014-08-08, 17:27:38
Ich kann mich entsinnen, dass Diablo III mit SGSSAA nie blurfrei war.
Was mir aber sowohl mit den Bits 4412C1 und 441241 aufgefallen ist, dass es bei TrSSAA unschöne Grafikfehler z.B. bei Portalen gibt.
Dort kann man bspw. Spiegelungen der NPCs sehen.

Wenn ich mich recht erinner funktioniert nur das 400xxx Bit (siehe Startpost), aber das blurred selbst mit TrSSAA...

aufkrawall
2014-08-08, 17:32:18
8x blurt auch?
Kannst nur per SweetFX nachschärfen (sofern Anti-Cheat nicht meckert), aggressivere LOD-Werte können ein wenig lindern (LOD-Verschiebung ist doch an?). Andere Bits werdens nicht bringen.
Mit 109ppi siehts hier übrigens schon nicht mehr so schlimm aus.

Atma
2014-08-08, 18:27:41
8x blurt auch?
Kannst nur per SweetFX nachschärfen (sofern Anti-Cheat nicht meckert), aggressivere LOD-Werte können ein wenig lindern (LOD-Verschiebung ist doch an?). Andere Bits werdens nicht bringen.
Mit 109ppi siehts hier übrigens schon nicht mehr so schlimm aus.
Mit 8x SGSSAA blurt es genauso und LOD-Verschiebung ist natürlich auch an. Würde ja gerne GeDoSaTo nehmen weil es seit der Beta 10 auch ohne Grafikfehler in D3 funktioniert, jedoch ist die Mauserkennung dann völlig im Eimer, egal welche Kompatibilitätseinstellungen ich in GeDoSaTo probiere :frown:.

Muss ich wohl mit SMAA von SweetFX leben :/

aufkrawall
2014-08-08, 20:46:56
Schon SoftTh probiert?

Blaire
2014-08-08, 20:52:45
Mit 8x SGSSAA blurt es genauso und LOD-Verschiebung ist natürlich auch an. Würde ja gerne GeDoSaTo nehmen weil es seit der Beta 10 auch ohne Grafikfehler in D3 funktioniert, jedoch ist die Mauserkennung dann völlig im Eimer, egal welche Kompatibilitätseinstellungen ich in GeDoSaTo probiere :frown:.

Muss ich wohl mit SMAA von SweetFX leben :/

Die "0x00441241" welche im Startpost gelistet sind, tun es auch nicht? Mit den "0x004412C1" greift SGSSAA halt aufs gesamte Bild, auch die Schriften (HUD) werden geglättet.

Atma
2014-08-08, 22:10:42
Die "0x00441241" welche im Startpost gelistet sind, tun es auch nicht? Mit den "0x004412C1" greift SGSSAA halt aufs gesamte Bild, auch die Schriften (HUD) werden geglättet.
Außer, dass die farbigen Umrandungen bei 0x00441241 nicht geglättet werden, gibt es keine Unterschiede zum offiziellen Bit. Der starke Blur ist bei beiden vorhanden.

Schon SoftTh probiert?
Noch nicht.

Blaire
2014-08-08, 22:20:32
Außer, dass die farbigen Umrandungen bei 0x00441241 nicht geglättet werden, gibt es keine Unterschiede zum offiziellen Bit. Der starke Blur ist bei beiden vorhanden.

Diablo3 ist in der Tat ein schwieriger Fall, eine Herausforderung den besten Kompromiss zu finden. :) Probier mal die "0x005412C1" + zusätzlich den AA-Fix ob sich etwas ändert. Ingame-AA sollte natürlich auch deaktiviert bleiben.

Edit: Es gibt keine Alternative zur offiziellen Variante, wenn du auf optimale Bildglättung wert legst, etwas nachschärfen sollte da eigentlich ausreichen. "0x00441241" funktionieren mittlerweile auch nicht mehr richtig, führt gebietsweise zu Matsch (im wahrsten Sinne des Wortes) dafür müssen neue Patches gesorgt haben, das war in früheren Versionen so noch nicht.

Atma
2014-08-09, 18:14:08
Diablo3 ist in der Tat ein schwieriger Fall, eine Herausforderung den besten Kompromiss zu finden. :) Probier mal die "0x005412C1" + zusätzlich den AA-Fix ob sich etwas ändert. Ingame-AA sollte natürlich auch deaktiviert bleiben.

Edit: Es gibt keine Alternative zur offiziellen Variante, wenn du auf optimale Bildglättung wert legst, etwas nachschärfen sollte da eigentlich ausreichen. "0x00441241" funktionieren mittlerweile auch nicht mehr richtig, führt gebietsweise zu Matsch (im wahrsten Sinne des Wortes) dafür müssen neue Patches gesorgt haben, das war in früheren Versionen so noch nicht.
Nach vielen Tests mit AA Bits, LumarSharpen etc. hab ich es nun aufgegeben. GeDoSaTo wäre die Lösung, wenn die Mauszeigererkennung nicht völlig im Eimer wäre. Habe auch da mit zig Kompatibilitätseinstellungen probiert doch nichts half. UI funktioniert ohne Probleme, doch beim Laufen erkennt das Spiel die Mausposition überhaupt nicht mehr. Muss man wohl mal Durante anschreiben und fragen ob/was sich da machen lässt.

CrimsoN
2014-08-11, 20:03:30
Also wenn ich das richtig versteh kann bei DIII AA vergessen ?

Außer SMAA und das inGame FXAA+ Downsampling geht wohl echt nicht mehr.

P.s.: MSAA kann man doch per Treiber anschalten oder seh ich das Falsch ?

aufkrawall
2014-08-11, 20:20:57
Geht nicht perfekt, siehe (auch nicht perfektes) Alternativbit für MSAA im Startpost.

Schmeißt mal den 1080p-Schrott weg. :tongue:
Der war mir schon ohne AA mit 24" zu matschig und hatte Artefakte bei Schriften in Kauf nehmend per Monitor-OSD nachgeschärft.

aufkrawall
2014-08-13, 17:13:29
Risen 3: Titan Lords
0x000012C1 für SGSSAA
Im Gegensatz zu Risen 2, nach vielen Stunden bisher keinerlei Probleme mit der Helligkeit. Dass die AO etwas schwächer mit SSAA wirkt, ist normal. Der AA-Fix sollte natürlich aktiviert sein.
Wie schon bei Risen 1 kann es einen farbigen Rand geben. Gegen den kann man leider nichts tun. Quickload kann jedoch Linderung verschaffen. Ich würde empfehlen, ihn zu ignonieren lernen. ;)

1xAA:
http://abload.de/thumb/1xaaews3g.png (http://abload.de/image.php?img=1xaaews3g.png)

4xSGSSAA:
http://abload.de/thumb/4xc1chs6b.png (http://abload.de/image.php?img=4xc1chs6b.png)

Nvidia Inspector Einstellungen:
http://abload.de/thumb/r3inspectorkyu3j.png (http://abload.de/image.php?img=r3inspectorkyu3j.png)

Alternativ geht auch 0x000012C5, das ist etwas schärfer und günstiger. Die Glättung ist allerdings schlechter, versagt etwa bei DoF (sieht man auf dem Screenshot weniger gut):
http://abload.de/thumb/4xc5nysx5.png (http://abload.de/image.php?img=4xc5nysx5.png)

Dass sich die Performance ~drittelt, ist übrigens normal. Nicht, dass hier wieder die 50% rumgeistern. Die gibts nicht, wenn 4xSSAA perfekt greift.

Entsprechend ist 5120x2880@1440p mit SoftTh noch wesentlich teurer:
http://abload.de/thumb/softthibs07.png (http://abload.de/image.php?img=softthibs07.png)
Hier ist noch in-game FXAA an. Was man auf dem Screenshot nicht sieht, ist, dass das Gras immer noch stark flimmert, im Gegensatz zu SGSSAA.

Unter "Risen 3\data\ini\ConfigDefault.xml" kann man noch PostProcessing EdgeAA="false" setzen (vielleicht schärfer mit SGSSAA?), genau wie FPSLimitToRefreshRate="false", damit man mit maximalen fps spielen kann.
Außerdem sollte die Ambient Occlusion ebenfalls per Config Tweak auf Stufe 4 gesetzt werden. Beschreibung dazu und weitere Tweaks:
hier (http://www.forum-3dcenter.org/vbulletin/showthread.php?p=10315434#post10315434)

MrBonk
2014-08-13, 21:20:29
Just an FYI guys, shouldn't be using SoftTH for downsampling anymore. Use GeDoSaTo.

aufkrawall
2014-08-13, 21:28:30
It causes total visual corruption in Risen 3...

MrBonk
2014-08-14, 08:58:36
Is a known issue ATM.

Using SoftTH imo though has never had decent results.

labecula
2014-08-15, 11:26:35
In den Listen der Eröffnungsthreads finde ich keinen Eintrag für World of Tanks. Gibt es keine funktionierenden Bits oder wie lauten sie? Mit der Suchfunktion hatte ich irgendwie kein Glück. Ich bekomme Augenkrebs bei dem Ingame FXAA...

BR4DDERS
2014-08-15, 20:44:01
In den Listen der Eröffnungsthreads finde ich keinen Eintrag für World of Tanks. Gibt es keine funktionierenden Bits oder wie lauten sie? Mit der Suchfunktion hatte ich irgendwie kein Glück. Ich bekomme Augenkrebs bei dem Ingame FXAA...

"0x000012C1" works according to this post (http://extreme.pcgameshardware.de/world-tanks/306338-world-tanks-update-8-10-details-und-screenshots.html#post5900922), the source of the info comes from this thread though but I don't see it on the list.

labecula
2014-08-15, 22:56:57
"0x000012C1" works according to this post (http://extreme.pcgameshardware.de/world-tanks/306338-world-tanks-update-8-10-details-und-screenshots.html#post5900922), the source of the info comes from this thread though but I don't see it on the list.


Das soll klappen? Habe es probiert, Override AA und Modi eimgestellt... absolut nichts passiert. ;( Kann es sein das man ingame irgendwleche Effekte außer den offensichtlichen ausschalten muss?

BR4DDERS
2014-08-16, 15:47:20
Das soll klappen? Habe es probiert, Override AA und Modi eimgestellt... absolut nichts passiert. ;( Kann es sein das man ingame irgendwleche Effekte außer den offensichtlichen ausschalten muss?

You can enable SGSSAA with "12C1" but you have to use the standard renderer, the graphics look crap though and there is a gray outline on your tank.

http://i.imgur.com/0vrKBNzl.jpg (http://i.imgur.com/0vrKBNz.jpg)

You are supposed to be able to remove it by following this (http://www.reddit.com/r/WorldofTanks/comments/1m8tso/nvidia_real_anti_aliasing_for_wot/) guide but it didn't work for me.

They must of broke when SGSSAA support when they upgraded the renderer.

labecula
2014-08-16, 17:00:36
Hm, ich kann nirgends einen standard Renderer einstellen. Aber wenn es so oder so irgendwie Crap aussieht, ist es wohl etwas für die Egtwickler und nicht die user es zu lösen...

CrimsoN
2014-08-16, 18:29:37
In den Listen der Eröffnungsthreads finde ich keinen Eintrag für World of Tanks. Gibt es keine funktionierenden Bits oder wie lauten sie? Mit der Suchfunktion hatte ich irgendwie kein Glück. Ich bekomme Augenkrebs bei dem Ingame FXAA...


Beziehe das mal nicht auf dich bitte !

Hab das hier schon paar mal gesagt das WOT egal mit welchen Bits nicht geht !!

Nutze einfach FXAA/SMAA per SweetFX FX mit etwas Schärfefilter und dann schaut es ganz gut aus, InGame AA kannst auch anlassen.

Was du noch anschalten kannst ist HBAO+, siehe dazu link.
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits-2.html#post6435782

Sonst hast bei WOT echt gelitten es gibt da keine Methode die hilft, selbst Downsamping hilft null, weil dann das ganze HUD umlesbar wird selbst bei nur ein paar Prozent mehr auf der x.y akse.
Ich hoffe das Subfilter bald im Spiel auch mal in die mal ergänzt wird denn zu SSAA.


P.s.:

BR4DDERS

Das ist nur das Traniges Level das hat mit dem normalen Spiel leider nix zu tun. Weil wenn du das Normale Spiel spielst ist jeder Effekt leider verfolgen.

labecula
2014-08-16, 18:48:03
Dann leg ich die Grütze erstmal wieder zur Seite. Das ist einfach unzumutbar, wenn man das über einen großen FullHD zockt. Danke.