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Technical threads All discussions about technical issues |
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#1
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But hey, maybe you can figure out how! Last edited by Liz Lemon; 02-05-2012 at 05:24 AM. |
#2
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I managed to force AA with Nvidia fine with minimal to no FPS loss.
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#3
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Sadly not everyone makes his research before posting which makes some posts look like ignorant speculations aimed to insult developers. |
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Actually i´m starting to lose track of all the different AA techniques, temporal AA? SMAA? phew. |
#5
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__________________
Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects ![]() |
#6
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That´s definitely the best technique, lol.
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#7
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ogssaa, sgssaa, msaa, fxaa, mlaa, smaa, dlaa, ebaa, sraa and more! All have advantages and disadvantages, and there are those who will argue in favor of one or the other. It can sorta turn into a pissing match of opinions where opinion matters more then fact. But this is a pretty good resource for understanding the different types of aa currently in use; http://naturalviolence.webs.com/generalaa.htm AA is a tough thing. It can kill performance but it also boosts image quality. And games are all about a trade off - speed vs image quality. Finding the proper balance is hard - and different games/situations complicate things further. Untimely though you'll never satisfy everyone - even ssaa has its detractors. But maybe we'll start agreeing until we can do real time raytracing and the like... probably not. Timothy Lottes, an nvidia developer, has a blog that has delved into some of these issues, and if you follow video game forums then you can see just how divisive this issue can be amongst the "hardcore" gamer set. Even in the company of "gamers" the solution isn't clear - some people prefer the artificially high micro-contrast/sharpness that games create. His blog is here: http://timothylottes.blogspot.com/ Untimely "sharpness" is a difficult thing to quantify and AA only solves part of the problem, but that is beyond this discussion. Also, I should mention that AA works fine if you run the game in DX9 mode. There was a post where luther confirmed that the game is using a deferred renderer in DX10 mode, but DX9 is a "traditional" forward renderer. So, if you want AA you can have it, just don't complain when you don't have the fancy shader and lighting effects of DX10 mode! aka il2 mode! And I don't mean to come off as terse in my posts. It's just that I've been working on a game for the past ~1.5 years that uses a deferred renderer.. and AA has been a near constant headache for us. I can understand why COD has the problems that it does, but most people seem to think its 2004.... EDIT: I've been screwing around with forcing OGSSAA in COD, but doing so with my semi-old ati card, a 4870x2, it doesn't seem to work. Can someone with a nvidia card, or a newer ati card try to force it? I know it'll make performance unbearable, but it'd be cool to see radio wires without jaggies ![]() Last edited by Liz Lemon; 02-05-2012 at 08:01 PM. |
#8
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SSAA with ATi cards works only on DX9 Engines.
BTW, how do you set SG- or OG- MS(SS)AA with ATi cards?? |
#9
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But there are other ways to force it http://www.tommti-systems.de/start.html And there are other ways beyond tommti tool - like powerstrip down sampling. But I haven't messes around with that much. |
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