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I don't know what kind of AA CloD uses natively. But it was my understanding that the 'hacky' aa that a user found on the Arma forums and which works with CloD, is FXAA, apparently similar to MLAA (ie, is nVidias answer to ATIs morphological aa).
FXAA works nicely imo with CloD, but not the ingame aa that is possible with CloD currently (ok, it 'kinda' worksi, but the purpose of aa is to smooth out the jaggies, so if you're still seeing these artifacts ingame then the job is not really being done). There are so many types of aa these days it's almost a pain. Anyone who's played FSX probably has fallen in love with supersampling aa because it really smooths out the whole image beautifully and eliminates bad shimmering, which the other aa's don't. It's always subjective but I always felt that this kind of aa made a world of difference. Take your pick! hehe CFAA CSAA FXAA MLAA FSAA MSAA etc... :( |
I love supersampling but you'll need a shitload of extra fps as it works like rendering the game in very high resolution and then displaying in the resolution you play at.
Just like some screenshots where you change the size of the pic to 50% of the original - everything is smoothened out. I run the FXAA with my setup (ATI) and it works well. FPS is unaffected as far as I can tell. Not perfect but good enough. |
jaggies only ever annoyed me in my graphics, whilst playing and being part of the environment in its dynamic state in a sim or game the jaggies just dont register that much, ive never commented so, but i like MLAA in CLOD. i wouldnt have it any other way.
config files in CLOD point to MLAA being used. I have Shogun Total war 2 game which is a dx10/11 game which used MLAA explicitly (not sure if thats changed subsequently), Obviously being interested i read some about it which for me made so much sense in the context of what the game was doing independantly to prior to the post process effect that is AA, the result being that applying the superior FSAA just wouldnt look right, (Much like the blurry, fuzzy guages people speak of with FXAA). whilst it helps at distance its not helping in a close CLOD cockpit enviroment at all. why chooose that.. the mind boggles... we will see these new methods being used alot more because poly counts are rising all the time. and for the purpose of what was possible/necessary FSAA has done its job very well, but things are changing in this area, its fair to argue the pro,s and cons for sure but we better be prepared to understand when we cant have it. Because thats the reality i fear , and especially with such an arena as a flightsim with broad depiction if distances. not to mention how a basic FSAA affects depth of field in a seriously bad way, but thats not too applicable yet, but it will be in the near future. and then theres this 3d or should i say steroscopic mularky, a basic FSAA cant really work there either depth of field wise again. it needs a more manipulatable openly defined way to program it into the graphics engine, and that is the problem. |
can FXAA be used online on CoD? I used to use FXAA before the recent beta patch, but I only played offline then. With the new beta patch I've started playing online more but without FXAA. can it be used online or will it result in a steam ban?
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I have been using it for some time (with the new beta too). I don't see this as a cheat but wether you see it as a risk is up to you. I can only say I haven't been banned so far and on MP most nights.
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So to recap, it kind of works, it needs to be improved upon but with other things to fix it is, at least for me, very far towards the bottom of my priority list. I would imagine that putting AA into a better working state and implementing dx11 will come at some point together, but, as I said, there are other things that are much more pressing at the moment. |
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