View Single Post
  #23  
Old 04-11-2012, 04:23 PM
irR4tiOn4L irR4tiOn4L is offline
Approved Member
 
Join Date: Feb 2011
Posts: 138
Default

Thanks for these tools and presets, although I tried all of these and ingame/nvidia control settings and am still unsatisfied.

What I have noticed is that SMAA (even Buchon's version) adds very, very little over 8xAA in the ingame configuration menu, but noticeably reduces 'lustre' (look at reflections off the sea and enable/disable SMAA).

Moreover, whether I use ingame 2xAA, 8xAA, SMAA, FXAA or override settings in Nvidia control menu as far as 32xAA, I STILL find that its not enough.

All of these settings certainly do reduce aliasing on the edge of most objects, although not completely for the wings of distant planes and badly on thin objects like the radio wires on the 109.

But moreover, I find that with the exception of perhaps FXAA they completely fail to anti-alias properly WITHIN a texture, such as the black crosses on the 109's, rendering them of limited utility at best.

The real problem for me is that these textures, unless anti-aliased, seem to flicker and generally look poor but, moreover, they cause some 'flickering' of distant aircraft which makes them harder to spot.

FXAA DOES help to some degree in this, more so than the others, but it reduces 'lustre' like SMAA and does not anti-alias all that well either.


At this point then it seems to me that settings 8xAA ingame is the best overall option for those who want a similar effect to SMAA without the loss in lustre, and a combination of 8xAA ingame and FXAA injected (and set to as high settings as possible) for those who want the absolute best in smooth lines at some cost to lustre.


Thanks again for these utilities, they are a great help over what I used to run, which was 2xAA (experimentation showed that none of these settings, save 32xAA overriden in the Nvidia control panel, caused framerate issues on my GTX 470), but there's a way yet that could be gone here to reduce jagged lines

Last edited by irR4tiOn4L; 04-11-2012 at 04:26 PM.
Reply With Quote