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#1
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Haha I'm wondering the same thing Ali. What is FSAA? I'm not familiar with that term.
I'm used to AA and AF being the main image quality jaggie reducers in games and settings. I don't care what it's called, I just want the jaggies and flickering shadows to stop with no stutters and I'll be happy ![]() |
#2
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FS full screen anti aliasing.
ML morphological. FSAA sees the GPU doing the JOB, CPU im sure does the job for ML. ML is substandard in comparison to FS. But still does its job as far as im concerned. but this is the problem, people expect one thing, here with IL2 another has been delivered, and it works perfectly except the idiots just dont understand and keep whinning like they have a point. |
#3
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Hmmm.....I only know one thing, if I set AA in game to 1x it looks great, 2x and above, not so great anymore, but as far as I am concerned 1x AA does a really good job for me with minimal performance hit.
Plus I at this time am convinced that the game responds much better to a faster/better/preferably fsb overclocked cpu than a better/overclocked gpu. I've been fiddleling around with that a little, but can only really reasonably overclock my cpu once my just ordered after market cooler arrives. But even with a slight mobo auto overclock I get a very positive impact on performance while a rather massive gpu overclock nets me about 5 - 10 fps, heavily depending on clouds in flight, not to mention the fan noise (manualy to 100%) and heat increase (82 ish celsius) with increased voltage on the card, guess I'll be ordering an after market cooler for that one next. Last edited by NedLynch; 09-11-2011 at 10:33 PM. |
#4
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show us some screenshots from inside the spitfire cockpit nedlynch, for me, those screenies above dont look great, this is 2011, my great grandma's chin is smoother than the fuselage on that 109
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#5
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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... ![]() |
#6
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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. |
#7
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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. Last edited by Ali Fish; 09-12-2011 at 06:27 PM. |
#8
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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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