PDA

Archiv verlassen und diese Seite im Standarddesign anzeigen : Antialiasing - Kompatibilitätsbits - Sammelthread


Seiten : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 [19] 20 21 22 23 24 25 26

aufkrawall
2013-07-17, 23:12:35
It will be a bit blurry (not as bad as most FXAA though), but it has some nasty textures that can use overfiltering.
No need for override etc., simply enhancing works.

There is btw. a driver bug that can cause black pixels instead of AAed edges which is hopefully fixed in one of the next drivers.

MrBonk
2013-07-17, 23:20:27
Well, before I knew of this issue I didn't recognize it in older driver versions either.
But that doesn't mean anything.
True. Good point

SLIKnight
2013-07-18, 14:06:46
Ok, I suppose this will be enough for 4xSGSSAA in BF3 then:

http://abload.de/thumb/bf3_inspector18kzn.png (http://abload.de/image.php?img=bf3_inspector18kzn.png)

Should I also set "Antialiasing - Behavior Flags" to "None", or does this not matter?

CrimsoN
2013-07-18, 15:45:01
Hier bei CS:S ist es da eigenlich besser wenn ich aufwerte oder über die AA-Bits geh ?

aufkrawall
2013-07-18, 15:59:38
Ok, I suppose this will be enough for 4xSGSSAA in BF3 then:

http://abload.de/thumb/bf3_inspector18kzn.png (http://abload.de/image.php?img=bf3_inspector18kzn.png)

Should I also set "Antialiasing - Behavior Flags" to "None", or does this not matter?
Right, doesn't matter.
But in-game AA doesn't work great, so I'd additionally use in-game FXAA.

Hier bei CS:S ist es da eigenlich besser wenn ich aufwerte oder über die AA-Bits geh ?
Is wurscht, solltest aber in jedem Fall den TF2-Fix aktiviert und Motion Blur und Color Correction deaktiviert haben.

SLIKnight
2013-07-18, 17:23:29
Right, doesn't matter.
But in-game AA doesn't work great, so I'd additionally use in-game FXAA.


Nice, thanks.
I just tried BF3 on "Gulf of Oman" with 2880x1800+4xMSAA+4xSGSSAA, both with postAA on "Low" and "Off".
IMO the game looks better without ingame FXAA, when combining SGSSAA with downsampling.
What about "Motion Blur", should that be disabled with SGSSAA in BF3?

aufkrawall
2013-07-18, 17:28:08
Doesn't matter, I disabled it since I don't like this effect.
I don't play with DS because the HUD already becomes too small imho.

SLIKnight
2013-07-18, 17:32:31
True, that is the main reason I don't use 2x2 DS in BF3 instead.
But, with my 24" Dell Monitor and 1.5 DS, the HUD is big enough for me.
Wish the HUD elements could be tweaked though, like in Quake Wars.

MrBonk
2013-07-20, 06:01:41
Yeah it'd be nice if they gave you that option to adjust HUD size instead of doing it automatically D:


Counter Strike Global Offensive allows that. Which is nice

GanjaStar
2013-07-20, 14:15:36
Dunno if this was mentioned, but antialising fix for SGSSAA is now under compatibility in inspector with 326 drivers.

http://i.imgur.com/gabHuXy.jpg

CD-LABS
2013-07-20, 14:59:22
Neuster Treiber und neuster Inspector ermöglichen jetzt übrigens auch OpenGL-LOD-Anpassung!:biggrin:

Ach, und mal auch gleich ne Frage zu OGL-Titeln:
Kennt jemand nen AA-Bit für Tiny and Big?

aufkrawall
2013-07-20, 15:00:37
Gibts nicht, steht auch im Startpost. ;)
Der Treiber unterstützt das OGL LOD-Bias wohl auch schon etwas länger. :D

Hübie
2013-07-20, 16:06:55
Seit wann? Ich bin noch auf dem Stand dass man es manuell per Konsolenbefehl machen muss.

CD-LABS
2013-07-20, 18:55:16
Gibts nicht, steht auch im Startpost. ;)
Der Treiber unterstützt das OGL LOD-Bias wohl auch schon etwas länger. :D
Verdammt, da hab ich den Startpost vorher extra drei Mal durchgelesen und es trotzdem überlesen... :eek:
So oder so sollte das hier nun aber korrigiert werden!
Für OpenGL lässt sich das LOD leider nicht über den Treiber verstellen.
Bei den meisten OpenGL-Spielen kann aber über die Konsole/Config eine LOD-Verschiebung festgelegt werden (vgl. #2316)

MrBonk
2013-07-21, 00:40:23
Dunno if this was mentioned, but antialising fix for SGSSAA is now under compatibility in inspector with 326 drivers.

http://i.imgur.com/gabHuXy.jpg
Oh the fix is in the AA compatibility bits tab?

This will make things much easier!:biggrin:

SLIKnight
2013-07-21, 01:31:27
Gibts nicht, steht auch im Startpost. ;)
Der Treiber unterstützt das OGL LOD-Bias wohl auch schon etwas länger. :D

What about the driver-bug regarding TrSSAA and SGSSAA in OpenGL, has this been fixed in the 326.xx drivers?

Does enhancing with SGSSAA have an effect now, or do we still need to use TrSSAA to get full scene SSAA in OGL titles?

Would it be possible for NVIDIA to include AA bits for OpenGL also?
There are plenty of OGL games with poor AA support, like "Amnesia: The Dark Descent" and "The Chronicles of Riddick: Assault on Dark Athena".

MrBonk
2013-07-21, 02:15:45
I thought you could force SGSSAA in Riddick?

Also:
Ohhhh Actually it's not the newest drivers that have this neat little addition(option for AA fix within inspector), the guy who made inspector added it!

Thanks to that guy

aufkrawall
2013-07-21, 11:42:16
What about the driver-bug regarding TrSSAA and SGSSAA in OpenGL, has this been fixed in the 326.xx drivers?

Nope. I'm not sure if we should report this since SGSSAA isn't official. Maybe then TrSSAA will be just TrSSAA and SGSSAA will do nothing, so we could lose SGSSAA.
I think it's not very important either. Let's first wait for a reaction regarding the DX11 bits petition and negative LOD bias for DX9 still isn't as good as for DX11. imho this is much more important since SGSSAA can be used in a lot DX9 games but I find TrSSAA hardly useful in any OpenGL game.


Would it be possible for NVIDIA to include AA bits for OpenGL also?
There are plenty of OGL games with poor AA support, like "Amnesia: The Dark Descent" and "The Chronicles of Riddick: Assault on Dark Athena".
I suppose driver could do anything if devs wanted to, but OpenGL is dead except of some indy games, so I highly doubt that NV will ever want to do this.

I thought you could force SGSSAA in Riddick?

afair it just leads to blur.

SLIKnight
2013-07-21, 16:00:11
Nope. I'm not sure if we should report this since SGSSAA isn't official. Maybe then TrSSAA will be just TrSSAA and SGSSAA will do nothing, so we could lose SGSSAA.
I think it's not very important either. Let's first wait for a reaction regarding the DX11 bits petition and negative LOD bias for DX9 still isn't as good as for DX11. imho this is much more important since SGSSAA can be used in a lot DX9 games but I find TrSSAA hardly useful in any OpenGL game.


I think you misunderstood me a little.
I am not looking to start a new "OpenGL petition" or anything, just wondering whether this "bug" was changed in the 326.xx drivers, since automatic LOD bias was added to this "ageing" API.

Honestly I miss the good old days, where ID software etc. developed groundbreaking new engines in OpenGL, and still think it is an excellent API.

But I do agree, that TrSSAA (or SGSSAA) is not very useful in most OpenGL games.
It does work beautifully in "Enemy Territory: Quake Wars" though, and combining 8xMSAA ingame with 8xTrSSAA through the driver looks great.

SLIKnight
2013-07-21, 17:09:30
It seems Blade II tested "0x000010C1" for SGSSAA in DX9 mode in Oil Rush a long time ago: #3366 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9505348&postcount=3366)
Maybe it would be interesting doing a comparison of this and the DX11 flag "0x80000211" found by "RedGamingSyndicate" from the GeForce forums? (see post #160):
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/11

I have a suspicion, that this DX11 flag is a VERY special case, since "Oil Rush" is running on an older version of the Unigine engine:
http://en.wikipedia.org/wiki/Unigine

aufkrawall
2013-07-21, 17:16:32
I don't have Oil Rush, with Heaven I couldn't see any difference. But the latter one doesn't blur with SGSSAA anyway.

SLIKnight
2013-07-21, 17:26:23
OK, but "80000211" works without blurring in the Heaven Benchmark with "ingame" AA disabled?
That is an interesting find afterall, and proves that forcing SSAA in DX11 is possible. ;)

If we could find someone willing to test "0x000010C1" in DX9 and "0x80000211" in DX11 in "Oil Rush", then we would have the FIRST actual example of forced SGSSAA in a DX11 game :)

aufkrawall
2013-07-21, 17:49:35
OK, but "80000211" works without blurring in the Heaven Benchmark with "ingame" AA disabled?
That is an interesting find afterall, and proves that forcing SSAA in DX11 is possible. ;)

Of course this doesn't work.

SLIKnight
2013-07-21, 20:26:30
Why is that "of course"?

SLIKnight
2013-07-21, 20:47:44
I have found a few interesting AA flags in this post by "Kingping1" from the GeForce forums (see post #70):
https://forums.geforce.com/default/topic/485208/nvidia-aa-guide-collection-of-aa-settings-mainly-for-games-without-native-support/?offset=72

It would be great, if someone could test the following SGSSAA bits:

Dead Rising 2 & Off the Record: 0x00000040 (#4528 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9850736&postcount=4528))
Street Fighter X Tekken: 0x004010C0 (#4535 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9850872&postcount=4535))
Oil Rush: 0x000010C1 (#3366 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9505348&postcount=3366))
Resident Evil: Operation Raccoon City: 0x000010C0

aufkrawall
2013-07-21, 20:58:03
Why is that "of course"?
It doesn't even work in D3D10 3DCenter Filter Tester with just simple texturing.
So I doubt there's even a chance that SGSSAA can be forced with the existing AA profiles for DX11 in the Nvidia driver in even complex renderers.

4Fighting
2013-07-21, 21:04:59
Tested 0x00000040 for Dead Rising 2 and it seems to work. This should then also apply for Dead Rising 2: Off the record

8xSGSSAA

on

http://abload.de/thumb/deadrising2_2013_07_2vek6e.jpg (http://abload.de/image.php?img=deadrising2_2013_07_2vek6e.jpg)

off

http://abload.de/thumb/deadrising2_2013_07_219kv3.jpg (http://abload.de/image.php?img=deadrising2_2013_07_219kv3.jpg)

SLIKnight
2013-07-21, 21:06:41
I see.
No way around it then, we REALLY need more DX11 AA bits to force SSAA in games/applications using advanced deferred renderers.
Guess the fact, that "0x80000211" seems to work for "Oil Rush" in DX11 is just a fluke.

SLIKnight
2013-07-21, 21:12:44
Tested 0x00000040 for Dead Rising 2 and it seems to work. This should then also apply for Dead Rising 2: Off the record


Great stuff, I have updated my "testing" post: #4526 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9850712&postcount=4526)
If someone owns one or more of the remaining three games on that list, please test them with the supplied SGSSAA bits. ;)

aufkrawall
2013-07-21, 21:28:21
Guess the fact, that "0x80000211" seems to work for "Oil Rush" in DX11 is just a fluke.
Yup, I suppose it just disables AA on some effect - isn't this quite the opposite of what we want? :)

Gast
2013-07-21, 21:32:32
Jagged Alliance Online - AA bits: 0x004000C0 - SGSSAA, OGSSAA

http://abload.de/thumb/jao0x00000000zhxj5.png (http://abload.de/image.php?img=jao0x00000000zhxj5.png) http://abload.de/thumb/jao0x004000c0l0yp9.png (http://abload.de/image.php?img=jao0x004000c0l0yp9.png) http://abload.de/thumb/jao0x00400005rrb06.png (http://abload.de/image.php?img=jao0x00400005rrb06.png) http://abload.de/thumb/jaoprofilenwblv.png (http://abload.de/image.php?img=jaoprofilenwblv.png)

SLIKnight
2013-07-21, 21:32:48
Yup, I suppose it just disables AA on some effect - isn't this quite the opposite of what we want? :)
Exactly, what we need is the DX11 equivalent of the "C1" flag in DX9.
And no one has proven to me yet, that this is possible with the current selection of DX11 AA bits.

Guzz
2013-07-21, 22:07:31
It doesn't even work in D3D10 3DCenter Filter Tester with just simple texturing..
0x80000001 work for 3DCenter Filter Tester
http://abload.de/thumb/clipboard01oiqny.png (http://abload.de/img/clipboard01oiqny.png) http://abload.de/thumb/clipboard02zqor3.png (http://abload.de/img/clipboard02zqor3.png)

BR4DDERS
2013-07-21, 23:05:58
I have found a few interesting AA flags in this post by "Kingping1" from the GeForce forums (see post #70):
https://forums.geforce.com/default/topic/485208/nvidia-aa-guide-collection-of-aa-settings-mainly-for-games-without-native-support/?offset=72

It would be great, if someone could test the following SGSSAA bits:
Dead Rising 2 & Off the Record: 0x00000040 (#4528 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9850736&postcount=4528))
Street Fighter X Tekken & Super Street Fighter IV: 0x004010C0
Oil Rush: 0x000010C1 (#3366 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9505348&postcount=3366))
Resident Evil: Operation Raccoon City: 0x000010C0


8xSGSSAA works with Street Fighter X Tekken using the "0x004010C0" flag.

On:

http://img841.imageshack.us/img841/9168/5bvy.th.jpg (http://img841.imageshack.us/img841/9168/5bvy.jpg)

Off:

http://img577.imageshack.us/img577/4207/ty1d.th.jpg (http://img577.imageshack.us/img577/4207/ty1d.jpg)

aufkrawall
2013-07-21, 23:55:41
0x80000001 work for 3DCenter Filter Tester
http://abload.de/thumb/clipboard01oiqny.png (http://abload.de/img/clipboard01oiqny.png) http://abload.de/thumb/clipboard02zqor3.png (http://abload.de/img/clipboard02zqor3.png)
Oh, it's great that I was mistaken. :)
Even OGSSAA and hybrids work.
Edit: Odd. Textures look AAed with OGSSAA but it seems AF strength doesn't increase.

At least something basic.

MrBonk
2013-07-22, 00:27:55
I think you misunderstood me a little.
I am not looking to start a new "OpenGL petition" or anything, just wondering whether this "bug" was changed in the 326.xx drivers, since automatic LOD bias was added to this "ageing" API.

Honestly I miss the good old days, where ID software etc. developed groundbreaking new engines in OpenGL, and still think it is an excellent API.

But I do agree, that TrSSAA (or SGSSAA) is not very useful in most OpenGL games.
It does work beautifully in "Enemy Territory: Quake Wars" though, and combining 8xMSAA ingame with 8xTrSSAA through the driver looks great.

TrSSAA looks great with Doom 3 as well in my experiences.


|||||||||||||||


I wish Strike Suit Zero/Infinity wasn't DX11 only /cry

Could really use some good AA! (in game AA is only FXAA )
NoAA:https://i.minus.com/ibhKZVlLOcYEEx.png
2x2 Driver OGSSAA+In Game FXAA: https://i.minus.com/ibkHErA9UOQcSJ.png

I asked the devs on the Steam Community if they could implement a
PostAA+FSAA option in a patch or something ALA Metro Last Light.

Will post again if I get a response

SLIKnight
2013-07-22, 01:19:01
8xSGSSAA works with Street Fighter X Tekken using the "0x004010C0" flag.


Excellent work, I have updated my post again: #4526 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9850712&postcount=4526)

If anybody has "Resident Evil: Operation Raccoon City", then please test "0x000010C0" for SGSSAA :smile:
Unless Blade II objects, I think it is safe to assume "0x000010C1" still works for SGSSAA in "Oil Rush" as well.

MrBonk
2013-07-22, 03:00:32
I do own RE:ORC but I do not have it installed. If no one gets around to testing it, I will download it and do so. ( I try not to download too much, because I have a 100GB up/down cap each month)

SLIKnight
2013-07-22, 13:17:04
I think you might be able to spare 10GB or so dl'ing RE:ORC ;)
If you could test the SGSSAA flag in this game, we would have all the recent Resident Evil games in the SSAA list.

SLIKnight
2013-07-22, 17:27:38
According to the Metro 2033 DirectX 11 Gameplay Performance and IQ (http://www.hardocp.com/article/2010/04/05/metro_2033_directx_11_gameplay_performance_iq/3) from HARDOCP, setting the anti-aliasing setting to "AAA" and using the "High" quality setting instead of "Very High" will disable all types of ingame AA.

Did anybody try forcing SGSSAA in DX9 mode with "High" settings in Metro 2033?
Does this still cause blurriness?

MrBonk
2013-07-23, 02:57:04
I think you might be able to spare 10GB or so dl'ing RE:ORC ;)
If you could test the SGSSAA flag in this game, we would have all the recent Resident Evil games in the SSAA list.
I will download it tonight then:smile:

CD-LABS
2013-07-23, 09:53:06
Ergänzung zu Unity-Spielen:
Das Bit für KerbalSpaceProgram funktioniert auch in der JaggedAlliance: Flashback-Demo!

MrBonk
2013-07-23, 13:17:14
Resident Evil Operation Raccoon City:

First off, with any kind of SGSSAA, you will NEED SweetFX's border shader as there is an annoying white line at the top of the screen without it. (Which seems to be some line from the GFWL homebar)

The AA behavior flag needs to be removed as well in inspector. Otherwise AA will NOT work at all.

_________________________________________________________
Secondly, there will be some slight supersampling glitches in the main menu with any kind of SGSSAA(Akin to the supersampling glitches in PCSX2)

(All SGSSAA shots 4x)
How it's supposed to look:
No AA
https://i.minus.com/iWiVaCR6bJCei.png (Look at the center of the background)
https://i.minus.com/ibdvBVXidcEUMQ.png (Look at the Mission title bar)

How it looks with SGSSAA:
https://i.minus.com/ijVbDFDDIB9nf.png
https://i.minus.com/iu5ebsxRRkUUI.png
____________________________________________________________


The Flags, and what can be done:

10C0 is unfortunately very low quality. As is 10C1. The 1(4th digit. Not first) is needed for MRT otherwise the image doesn't render correctly AT ALL.

It AA's most of the image but a lot of edges have artifacts that don't exist without AA. Which results in a large amount of shimmering/pixel crawl/white outlines or edges just plain not AA'd at all.

Luckily this can be fixed, but it costs a little more performance,
and that is to change 10C0 to 12C1. This will apply AA to any RGBA16F textures as well as 1 FP32 texture. Which fixes the issue.

While this fixes the image quality overall, it doesn't do anything for some shaders such as the Depth of Field, which is a lower resolution buffer. So we need to supersample those shaders.

For that 12C1 becomes 4032C1 (4 is for depth textures, which is just there incase, it doesn't cost any more performance)

This is the best quality SGSSAA, and it looks simply fantastic. But it degrades performance severely. So forewarning.

Now you can also downsample combined with in-game AA and Driver FXAA. Which is the sharpest solution and has better performance than SGSSAA. But temporal stability is not as good.
____________________________________

Artifacts:
10C0/C1: https://i.minus.com/icTai3hkgCc5b.png https://i.minus.com/ibmt0Aq21OUbsG.png
12C1: https://i.minus.com/igk8HCh6GaN5q.png
4032C1: https://i.minus.com/iYTvsGMqKFKnl.png
3200x1800+In game AA high (No driver FXAA)downsampled to 1080p:https://i.minus.com/irkT2FcDZp6df.png
________________________________________________



Images:
No AA: https://i.minus.com/ibbY4YMgI7ykvg.png
In Game AA High: https://i.minus.com/i8yzUd6cEgDGJ.png
3200x1800+In game AA high+Driver FXAA downsampled to 1080p: https://i.minus.com/ibiM7aFQVQYdp3.png
10C0/C1: https://i.minus.com/iCIFcgHWVdHyE.png
12C1: https://i.minus.com/ibzDcYAInVmqUI.png (PLEASE Ignore the FPS shown in this shot. System stuttered at that moment. I get 20-26FPS actually with this flag in this specific area)
4032C1:https://i.minus.com/iZuXtTbhHVssP.png

Unfortunately there is some blurring. But when playing in motion personally I did not mind at all. You may be able to counteract some of it with sharpening.
_______________________________________________________________
Ultimately

SGSSAA:
Best Quality: 0x004032C1
Best performance/Quality ratio: 0x000012C1
Lowest Quality, Best performance: 0x000010C0

Sharpest AA: Driver trick OGSSAA+Driver FXAA+In Game AA


Unfortunately I could not find a working flag for OGSSAA or OGSSAA Hybrid

aufkrawall
2013-07-23, 13:21:25
Thanks. Is it still blurry with lowest details?

MrBonk
2013-07-23, 13:25:35
Lowest in game details you mean? Or the 10C0 flag?

If you mean the 10C0 flag then yeah it is still blurry. You can open the NoAA picture and the 10C0 picture and compare them to see the difference.
https://i.minus.com/ibbY4YMgI7ykvg.png
https://i.minus.com/iCIFcgHWVdHyE.png

SLIKnight
2013-07-23, 17:29:49
Resident Evil Operation Raccoon City:

_____________________________________________________________
Ultimately

SGSSAA:
Best Quality: 0x004032C1
Best performance/Quality ratio: 0x000012C1
Lowest Quality, Best performance: 0x000010C0

Sharpest AA: Driver trick OGSSAA+Driver FXAA+In Game AA


Excellent job, MrBonk.
That is one of the most thorough AA "reports", I have seen in a long time.
IMO the "0x000012C1" flag seems like the clear winner for SGSSAA in RE:ORC.
The reason "0x004032C1" is so insanely demanding is because of the "3" digit (can't remember which specific AA bit # this refers to).
This bit is usually only recommended for MSAA+TrSSAA, because it causes bad performance and blurring in most games with SSAA.

aufkrawall
2013-07-23, 17:32:58
Lowest in game details you mean?

This one.

SLIKnight
2013-07-23, 17:49:13
Funny fact, Resident Evil: Operation Racoon City is NOT running on Capcom's MT framework engine used in Lost Planet 1 & 2 + Resident Evil 5 & 6, but rather the "Hexane" engine developed by canadian "Slant Six Games":
http://en.wikipedia.org/wiki/Resident_Evil:_Operation_Raccoon_City

MrBonk
2013-07-24, 04:04:47
Excellent job, MrBonk.
That is one of the most thorough AA "reports", I have seen in a long time.
IMO the "0x000012C1" flag seems like the clear winner for SGSSAA in RE:ORC.
The reason "0x004032C1" is so insanely demanding is because of the "3" digit (can't remember which specific AA bit # this refers to).
This bit is usually only recommended for MSAA+TrSSAA, because it causes bad performance and blurring in most games with SSAA.


The 3 supersamples shader AA textures.


Which will AA things like DoF in this specific game.(The easiest way to see it is the main menu. The DoF on the skeleton flickers due to the low resolution of it without the 3)

This bit also fixes the DOF issue I mentioned prior about Resident Evil 6, but unfortunately in that game it causes other graphical glitches and causes the title screen to be blurred more than is necessary. But in ORC it doesn't cause any glitches or problems other than poor performance

So for the most part 12C1 will get the job. But if you've got the GPU muscle and want the absolute best quality, 4032C1 will be the way to go. If 12C1 takes too much performance for you, then either driver OGSSAA or 10C0 will be the better option.

Funny fact, Resident Evil: Operation Racoon City is NOT running on Capcom's MT framework engine used in Lost Planet 1 & 2 + Resident Evil 5 & 6, but rather the "Hexane" engine developed by canadian "Slant Six Games":
http://en.wikipedia.org/wiki/Resident_Evil:_Operation_Raccoon_City
Yeah I have to sit through the logo's for the game every time it boots up. One is "Powered by Hexane engine". And it's a very nice looking engine to be honest. And the game itself is extremely good looking IMO.

You can open up the Globaltweaks.lua with Notepad++ in the game directory/tweaks folder to tweak various variables for the game and rendering, i've tested a few of them but cannot quite tell much differences yet because I am avoiding playing too much of the game right now. Well that and there isn't directly any variable for the size of shadow maps, which would be the easiest to tell with, though there is a setting for SSAO "tweak_float("/Render/SSAO/SampScale", 1 )" Which by default is 0.25, which I have to assume is the resolution of the SSAO(Which flickers due to low resolution a bit still with SGSSAA). Need to test and see if it makes a difference

This one.
I will test that then


Ok here is a screen on lowest details, as you can see it is still blurry.
https://i.minus.com/i7MU9osQpcAqY.png

SLIKnight
2013-07-24, 14:42:38
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
DX9 SGSSAA in Metro 2033
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I did some extensive testing of SGSSAA in the DX9 mode of Metro 2033.
After trying nearly all known combinations of AA bits, I finally came to the conclusion, that "0x000010C1" is the best option.

When forcing SGSSAA in Metro 2033, it is important to reduce the video quality setting to "High" from "Very High".
The type of motion blur used in the "Very High" graphics preset causes a weird yellow glow to appear on the left side of the screen when turning.
Here are some comparison screenshots of ingame AAA and 8xSGSSAA at 1920x1200 with a vertical FOV of 60:

DX9 AAA~200fps|DX9 8xSGSSAA~43fps| NVIDIA Inspector
http://abload.de/thumb/highaaa94zwq.png (http://abload.de/image.php?img=highaaa94zwq.png)|http://abload.de/thumb/high10c10hlva.png (http://abload.de/image.php?img=high10c10hlva.png)|http://abload.de/thumb/metro2033inspector6kx2r.png (http://abload.de/image.php?img=metro2033inspector6kx2r.png)


And for your viewing pleasure, here are a bunch of screenshots taken throughout the first mission and the beginning of the second one:

http://abload.de/thumb/metro2033_2013_07_24_s3r5v.png (http://abload.de/image.php?img=metro2033_2013_07_24_s3r5v.png) http://abload.de/thumb/metro2033_2013_07_24_g7pm6.png (http://abload.de/image.php?img=metro2033_2013_07_24_g7pm6.png) http://abload.de/thumb/metro2033_2013_07_24_p6rp7.png (http://abload.de/image.php?img=metro2033_2013_07_24_p6rp7.png) http://abload.de/thumb/metro2033_2013_07_24_0ipcs.png (http://abload.de/image.php?img=metro2033_2013_07_24_0ipcs.png) http://abload.de/thumb/metro2033_2013_07_24_k8rgc.png (http://abload.de/image.php?img=metro2033_2013_07_24_k8rgc.png) http://abload.de/thumb/metro2033_2013_07_24_ntpsy.png (http://abload.de/image.php?img=metro2033_2013_07_24_ntpsy.png) http://abload.de/thumb/metro2033_2013_07_24_efqho.png (http://abload.de/image.php?img=metro2033_2013_07_24_efqho.png) http://abload.de/thumb/metro2033_2013_07_24_r5o5b.png (http://abload.de/image.php?img=metro2033_2013_07_24_r5o5b.png) http://abload.de/thumb/metro2033_2013_07_24_e3o8m.png (http://abload.de/image.php?img=metro2033_2013_07_24_e3o8m.png)

To maximize SLI scaling, I have disabled "Advanced PhysX" under "Game Options".
For the record, here are the contents of my "user.cfg" file, which is located in the "\43110\remote" folder in your Steam userdata directory:


_show_subtitles 0
ai::feel_vision off
ai::feel_vision_ex off
ai::graph off
ai::graph::links off
ai::graph::normals off
ai::graph::radius 10.
ai::look_body off
ai::look_head off
ai::path::detail off
ai::path::patrol off
ai::path::vertex off
ai::patrol off
ai::space_restrictions off
aim_assist 1.
unbindall
bind changemenumap kESCAPE
bind wpn_1 k1
bind wpn_2 k2
bind wpn_3 k3
bind wpn_4 k4
bind wpn_5 k5
bind medkit kQ
bind forward kW
bind use kE
bind wpn_reload kR
bind time kT
bind wpn_next kLBRACKET
bind wpn_prev kRBRACKET
bind menu_enter kRETURN
bind crouch kLCONTROL
bind lstrafe kA
bind back kS
bind rstrafe kD
bind wpn_light kF
bind gasmask kG
bind console kGRAVE
bind sprint kLSHIFT
bind crouch_toggle kZ
bind accel kX
bind nightvision kN
bind map kM
bind jump kSPACE
bind cam_zoom_out kSUBTRACT
bind cam_zoom_in kADD
bind pause kPAUSE
bind up kUP
bind left kLEFT
bind right kRIGHT
bind down kDOWN
bind wpn_fire mouse0
bind wpn_aim mouse1
bind nightvision x_dpad_up
bind gasmask x_dpad_down
bind wpn_next x_dpad_left
bind wpn_prev x_dpad_right
bind changemenumap x_start
bind map x_back
bind sprint x_left_thumb
bind wpn_light x_right_thumb
bind time x_left_shoulder
bind wpn_reload x_right_shoulder
bind jump x_a
bind crouch_toggle x_b
bind use x_x
bind medkit x_y
bind wpn_aim x_left_trigger
bind wpn_fire x_right_trigger
dbg_cameratrack 0
fast_wpn_change 0
g_autopickup on
g_debug_levels_enabled 0
g_diff_start 1
g_game_difficulty 1
g_input_hand 0
g_laser 1
g_quick_hints 0
g_show_crosshair on
gamepad_preset 0
inv_y_controller 0
invert_y_axis off
joy_sens_adhersion 0.8
joy_sens_aiming_x 0.4
joy_sens_frict 0.5
joy_sens_linear 0.
joy_sens_x 1.
lang_sound us
lang_text us
mouse_aim_sens 0.208
mouse_sens 0.4
msaa 0
ph_advanced_physX 0
ph_ce_sound_distance 70.
ph_ce_sound_maxvelocity 50.
ph_ce_sound_minvelocity 1.
ph_dump_stats 0
ph_enable_int_coll 1
physx_connect_to_agperfmon 0
physx_connect_to_debugger 0
r_af_level 1
r_api 0
r_bloom_threshold 0.01
r_can_miniformat 0
r_dao 0
r_dbg_portals 0
r_dbg_stereo_auto_separation 1
r_dbg_texture_usage 0
r_deblur_dist 10.
r_dvd 1
r_dx11_dof 0
r_dx11_tess 0
r_exp_temporal 0
r_fullscreen on
r_gamma 1.
r_gi 0
r_gi_distance 16.
r_gi_intensity 2.
r_gi_overlap 0.5
r_gi_quality 0.4
r_hud_weapon on
r_light_frames2sleep 10
r_mipcolor 0
r_msaa_level 0
r_quality_level 2
r_res_hor 1920
r_res_vert 1200
r_safe_area 0
r_sun_depth_far_bias 0.
r_sun_depth_far_scale 1.
r_sun_depth_near_bias -0.
r_sun_depth_near_scale 1.
r_sun_near_border 0.666
r_sun_near_range 16.
r_sun_tsm_bias -0.
r_sun_tsm_projection 0.3
r_supersample 1.
r_vsync off
s_dbg_peak_meter 1
s_dbg_portals 0
s_hdr_graph 0
s_master_volume 0.50
s_music_volume 0.50
sick_camera 0.
sick_fov 60.
sick_mblur 0.
sick_mouse 0.
sick_slowmo 0.
stats off
vibration 3
xbox_state_data (15,18,23,29,35,36,45,52)()


-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Metro: Last Light tweaks
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

It is a well known fact, that Metro: Last Light has SLI scaling issues, especially with 3-way SLI: 580 SLi and Metro Last Light not working! (https://forums.geforce.com/default/topic/544080/sli/580-sli-and-metro-last-light-not-working-/1), 3-way SLI 680: no scaling over 2-way in Metro Last Light (https://forums.geforce.com/default/topic/544323/sli/3-way-sli-680-no-scaling-over-2-way-in-metro-last-light/)

This problem can be solved by using the "0x080400F6" DX11 SLI profile instead of the default "0x080000F6".
Unfortunately SLI bit #18 introduces light bleeding and lens flare issues, so using this custom SLI profile can't really be recommended.
A better solution for 3-way users would probably be to simply run in 2-way mode, until the scaling problems are fixed.

Even with my 2-way GTX 780 setup, I don't get perfect SLI scaling using the official profile.
For this reason, I did some experimentation with various SLI bits, and finally discovered, that "0x080010F6" and "0x080040F6" performs slightly better in some scenes.
Unfortunately SLI bit #12 and #14 also reduces SLI scaling in other scenes (e.g. the "Khan" level included in the "Chronicles Pack" DLC), so overall the official profile is still the best compromise IMO.

I'm using the following ingame settings, combined with a few tweaks to "user.cfg" located in "\AppData\Local\4A Games\Metro LL":


Game Options:

Crosshair: Enabled
Subtitles: Disabled
Hints: Disabled
Advanced PhysX: Disabled

Video Options:

Resolution: 1920x1200
Quality: Very High
SSAA: 4x
Texture Filtering: AF 16x
Motion Blur: Low
Tessellation: Very High
VSync: Unticked

user.cfg:

aim_assist 0.
ph_advanced_physX 0
r_base_fov 60.


Sadly "Motion Blur" can't be completely disabled at the "Very High" quality preset, so I have just reduced the amount of blurring from "Normal" to "Low", which smooths out performance further in SLI mode.

This small guide should help 2-way SLI users get the best possible experience in "Last Light", but sadly 3-way users are still fresh out of luck in this game.
"4A Games" will have to patch their engine to completely solve the SLI issues, just like "CD projekt RED" did with Patch 1.3 (http://www.geforce.com/whats-new/articles/witcher-2-patch-13-improves-nvidia-3d-vision-performance) in "Witcher 2: Assassins of Kings".

Some users also claim, that the CPU Core Parking feature of Windows 7 can cause stuttering and erratic performance in "Last Light": Metro: Last Light stuttering and SLI (http://maldotex.blogspot.dk/2013/05/metro-last-light-sli.html)
I disabled CPU Core Parking for my Core i7 a long time ago via a registry tweak to ensure smooth, trouble-free performance in all my games.
The specific procedure for disabling this feature can be found here: Disable Core Parking Windows 7 Tweak may improve performance (http://ultimatecomputers.net/forum/viewtopic.php?f=7&t=3644)

MrBonk
2013-07-24, 17:27:37
you know I think AAA actually does microsharpening from what I remember reading. That's why 4xMSAA looks blurrier than AAA in M2033.

And honestly that blurring looks negligible to me. It looks so fantastically smooth with SGSSAA from your shots.

SLIKnight
2013-07-24, 17:31:16
I suppose you are right, but the "microsharpening" might actually be a good thing when forcing SGSSAA in Metro DX9.
This plus automatic LOD adjustment should in theory combat the slight blurring associated with the "10C1" flag.

SLIKnight
2013-07-24, 17:55:50
Ok here is a screen on lowest details, as you can see it is still blurry.
https://i.minus.com/i7MU9osQpcAqY.png

Do you still think, we should add your "Operation Raccoon City" post to the SSAA list? (and maybe write in the description, that SGSSAA in this game causes some blurring?)
In my experience, some people tend to get confused, if there is more than one AA flag associated with the same game in the SSAA list.
For this reason, I think we should only add "0x000012C1" to the list.
Then people can always read your full post, and use "4032C1" if they really want to. :biggrin:

aufkrawall
2013-07-24, 17:58:42
Why 0x000012C1 of the other flag works better?
It may be more expensive, but as long it's not extremely expensive, I don't see a problem with that.

SLIKnight
2013-07-24, 18:01:42
"0x000012C1" is not very demanding, but "0x004032C1" is.
According to MrBonk's post, "12C1" uses the minimum number of AA bits necessary to get glitch-free SGSSAA.
We can also add both and write something like: "0x000012C1" (Performance) / "0x004032C1" (Quality).

aufkrawall
2013-07-24, 18:05:36
"0x000012C1" is not very demanding, but "0x004032C1" is.

Where does it say that?
afair there was only a very small difference of the fps OSD in the pictures MrBonk posted (server is currently down).
Maybe it wouldn't be even that expensive with a modern GTX 780.

SLIKnight
2013-07-24, 18:11:10
Where does it say that?
afair there was only a very small difference of the fps OSD in the pictures MrBonk posted (server is currently down).
Maybe it wouldn't be even that expensive with a modern GTX 780.

Have a look at this:


10C0 is unfortunately very low quality. As is 10C1. The 1(4th digit. Not first) is needed for MRT otherwise the image doesn't render correctly AT ALL.

It AA's most of the image but a lot of edges have artifacts that don't exist without AA. Which results in a large amount of shimmering/pixel crawl/white outlines or edges just plain not AA'd at all.

Luckily this can be fixed, but it costs a little more performance,
and that is to change 10C0 to 12C1. This will apply AA to any RGBA16F textures as well as 1 FP32 texture. Which fixes the issue.



And just for the record, I have never played "Racoon City", so you might be right about the performance hit being much smaller on a modern card like GTX 780 or GTX Titan.
But I suspect you still need SLI for 8xSGSSAA with "0x004032C1" ;)

SLIKnight
2013-07-24, 18:16:23
12C1: https://i.minus.com/igk8HCh6GaN5q.png
4032C1: https://i.minus.com/iYTvsGMqKFKnl.png


32.0 FPS with "12C1" versus 9.9 FPS with "4032C1" on a GTX 570 ;)

aufkrawall
2013-07-24, 18:19:54
Ouch, ok.

CrimsoN
2013-07-24, 19:38:55
Hier stand misst !

MrBonk
2013-07-24, 19:45:30
I suppose you are right, but the "microsharpening" might actually be a good thing when forcing SGSSAA in Metro DX9.
This plus automatic LOD adjustment should in theory combat the slight blurring associated with the "10C1" flag.
Yes I agree. It sounds like a winning combination!

Last Light apparently uses AAA+FXAA and then that plus SSAA. I wonder how the end result of that is. All the shots i've seen of comparisons of it are compressed JPGs though so makes it difficult to really tell.
Do you still think, we should add your "Operation Raccoon City" post to the SSAA list? (and maybe write in the description, that SGSSAA in this game causes some blurring?)
In my experience, some people tend to get confused, if there is more than one AA flag associated with the same game in the SSAA list.
For this reason, I think we should only add "0x000012C1" to the list.
Then people can always read your full post, and use "4032C1" if they really want to. :biggrin:

I also agree with this. 12C1 is really sufficient. There is quite a big performance gap between 4032C1 and 12C1 (At least on my 570 i'm using ATM). The difference between playable and unplayable with 4xSGSSAA. (Which is what is shown in all screens)


And also to clarify I did state in () on the 12C1 shot to ignore the FPS reading as it is not accurate to what FPS I actually get.

I can get 20-26ish+ in that specific area with 12C1, in the same area with 4032C1 I get between 5-15FPS.


Honestly, most people probably will not even notice the difference between the two flags, so 12C1 does seem the best choice for the listing.

And if they click the link for the post they can find more information and decide on their own what they will choose based on what hardware they have.

AA is very demanding in this game(Much like Borderlands with PSSM shadows, or The Last Remnant) And I suspect they did block the ability to force it with the behavior flag for what they felt was a good reason. (Probably didn't have enough time to test for a proper flag I'd guess, and on top of the massive performance hit maybe they didn't feel like bothering. Hard to say)

SLIKnight
2013-07-24, 22:40:06
I have moved my "summary" post: #4568 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9856560&postcount=4568)

MrBonk
2013-07-25, 09:33:30
Possible to get a shot of that artifact in Very high? I'm just curious about what it looks like :p



Also: Gast who posted the Jagged Alliance pictures, how do you display the usage of your CPU cores in the MSI OSD?

SLIKnight
2013-07-25, 09:55:59
It looks like a narrow yellow stripe on the left side of the screen.
Not much point in capturing a screenshot of it really.
"Very High" mode is too demanding anyway with 8xSGSSAA at 1920x1200, even for 780 GTX SLI. ;)

Gast
2013-07-25, 11:08:19
how do you display the usage of your CPU cores in the MSI OSD?http://www.hwinfo.com/download64.html

MrBonk
2013-07-25, 12:38:45
It looks like a narrow yellow stripe on the left side of the screen.
Not much point in capturing a screenshot of it really.
"Very High" mode is too demanding anyway with 8xSGSSAA at 1920x1200, even for 780 GTX SLI. ;)
Alrighty.

Also: Thanks Gast

SLIKnight
2013-07-26, 15:25:10
I have moved the "summary" post again: #4582 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9857898&postcount=4582)

RMA
2013-07-27, 01:33:46
Bei Crysis 1 kann man das spiel-interne MSAA ja auch im DX10-Modus zu SGSSAA aufwerten. Leider gibt es dann hier und da leichte Grafikfehler in Form von flackernden Schatten (die sind es definitiv, habe sie mal probehalber per Konsolenbefehl deaktiviert). Gibt es da irgendeinen Workaround, oder funktioniert das sauber nur im DX9-Modus? Leider gehöre ich zu den Menschen, die den Unterschied in den Shadern doch recht deutlich wahrnehmen...

aufkrawall
2013-07-27, 01:41:15
Flackern? Meinst du vielleicht Aliasing?
Das in-game AA ist leicht fehlerhaft (weiße Ränder) und greift bei Deferred Schatten ja nicht. Ansonsten ist mir leider kein Workaround bekannt.

Vermutlich würde es mit per Treiber forciertem AA gehen, wenn es für DX10/11 vergleichbare AA-Bits wie für DX9 gäbe.
Magst du uns bei unserer Petition unterstützen, wenn nicht schon geschehen? :)
http://www.forum-3dcenter.org/vbulletin/showthread.php?p=9775923#post9775923

RMA
2013-07-27, 03:27:46
Leider kein Aliasing, sieht schon nach echten Grafikfehlern aus. Liegt auch eindeutig am DX10-Renderpfad in Verbindung mit SGSSAA, reines AA, was natürlich kaum glättet, produziert sie nicht, und ich habe es gerade mal mit analogen Einstellungen in DX9 probiert, da flackert nix. Naja, es bräuchte wohl die von dir genannten DX10/11-Kompatibilitätsbits, um das wegzubekommen. Werde mich morgen mal bei der von dir genannten Petition eintragen. :)

Nachtrag: Sehr merkwürdig – 8xSGSSA (internes 8xQ-AA erweitert) mit manuellem LOD -1.3750 funktioniert ohne Probleme. 4xSGSSA produziert stets dieses Geflacker. Da vor allem die Schatten auf der Vegetation mittlerer Distanz flackern (gut erkennbar bspw. in der Map Rescue bereits auf der Startposition), hatte ich noch ein LOD-Problem vermutet, aber selbst mit blurigen LOD 0 ist das Problem noch da. Eventuell ein Problem mit der spielinternen Implementation des 4xMSAA?

aufkrawall
2013-07-27, 12:14:59
Werde mich morgen mal bei der von dir genannten Petition eintragen. :)

Besten Dank.

Eventuell ein Problem mit der spielinternen Implementation des 4xMSAA?
Entweder das oder ein Treiber-Bug. Ein Textur LOD-Bias kann eigentlich nie irgendwelche Fehler hervorrufen.
Ich versuch das mal zu reproduzieren.

Blaire
2013-07-27, 12:35:40
Entweder das oder ein Treiber-Bug. Ein Textur LOD-Bias kann eigentlich nie irgendwelche Fehler hervorrufen.
Ich versuch das mal zu reproduzieren.

Treiber-Bug denk ich , tritt übrigens auch mit 4x Transparency Supersampling auf.

aufkrawall
2013-07-27, 12:40:27
Mit 301.42 tritt es allerdings auch auf.

Blaire
2013-07-27, 12:54:08
Wird wohl schon länger so auftreten bzw. Niemand hats bisher bemerkt. In Crysis: Warhead (DX10-Only) fand ich letztens auch einen ähnlichen Bug, das wurde relativ schnell gefixt.

MrBonk
2013-07-27, 13:44:39
I was able to force SGSSAA in DX10 Crysis 1 without any issues last year;other than somewhat mediocre SGSSAA quality;(With no Bits too. Quality was the same between enhancing and forcing in DX10 with no bits). No bugs or anything.

Personally, I think you are better off enhancing with TrSSAA +FXAA(orSMAA) +Downsampling in that game in DX10. (Or SGSAA+FXAA/SMAA+slight downsampling. Or just MSAA+FXAA/SMAA+downsampling )


Old pictures.

No AA https://i.minus.com/ibuidT0i9g4Xk2.png
4xSGSSAA https://i4.minus.com/ibmwNVEQ4vposn.png
2732x1536 +4xMSAA+FXAA downsampled to 1080p https://i.minus.com/i0tWRDLYWdTUl.png



https://i5.minus.com/iW2f6glc0rxp6.png (Low FPS is my 460 struggling hah)

SLIKnight
2013-07-27, 14:16:10
Bei Crysis 1 kann man das spiel-interne MSAA ja auch im DX10-Modus zu SGSSAA aufwerten. Leider gibt es dann hier und da leichte Grafikfehler in Form von flackernden Schatten (die sind es definitiv, habe sie mal probehalber per Konsolenbefehl deaktiviert). Gibt es da irgendeinen Workaround, oder funktioniert das sauber nur im DX9-Modus? Leider gehöre ich zu den Menschen, die den Unterschied in den Shadern doch recht deutlich wahrnehmen...

I don't mean to sound harsh or anything, but honestly who cares?
There is no visual difference between DX9 and DX10 in Crysis 1 anyway, and DX9 runs better.
The "0x000002C1" flag works so beautifully in DX9 mode with SGSSAA. ;)

Crysis 2 is another matter altogether though.
In that game there is significant difference between the API's.
Currently i'm very torn between DX9 and SGSSAA, and DX11 with downsampling and the improved textures/tessellation with Maldo's HD 4.0 mod.
Driver-forced SGSSAA in DX11 mode in C2, combined with the Maldo mod, would set new standards for graphics in PC gaming IMO.
Everybody who hasn't voted for the DX11 AA-bits petition, PLEASE do so ASAP. :D
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/

4Fighting
2013-07-27, 19:06:49
Simcity 5 0x204C12C1 für MSAA

hab es bisher nicht stundenlang testen können...:o

Ich muss sagen, dass es so aussieht als ob es minimal blurrt, aber so wirklich genau sehen konnte ich es nicht.

4xMSAA

http://abload.de/thumb/simcity_2013_07_27_182fqbf.jpg (http://abload.de/image.php?img=simcity_2013_07_27_182fqbf.jpg)

1xMSAA

http://abload.de/thumb/simcity_2013_07_27_18b3uhq.jpg (http://abload.de/image.php?img=simcity_2013_07_27_18b3uhq.jpg)

SLIKnight
2013-07-27, 19:41:39
Doesn't look blurry to me.
Did you try this flag with something like "8xQ MSAA+8xTrSSAA"?

4Fighting
2013-07-27, 19:44:39
4xMSAA is the limit for my 2gb 670.

8xMSAA kills the VRAM :)

SLIKnight
2013-07-27, 19:49:00
Please disregard this post.

SLIKnight
2013-07-27, 20:38:00
I think it might be time for an update of the AA lists.
These are my final suggestions:

1) "0x000010C1" should be added for SGSSAA in "Oil Rush": #3366 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9505348&postcount=3366)
2) Maybe it would be a good idea adding your Serious Sam (DX8) "TF2 fix" example as a reference to the introductory text: #4493 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9844982&postcount=4493)
3) "0x00000040" should be added for SGSSAA in "Dead Rising 2 & Off the Record": #4528 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9850736&postcount=4528)
4) "0x004000C0" should be added for SGSSAA and OGSSAA in "Jagged Alliance Online": #4532 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9850768&postcount=4532)
5) "0x004010C0" should be added for SGSSAA in "Street Fighter X Tekken": #4535 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9850872&postcount=4535)
6) "0x000012C1" should be added for SGSSAA in "Resident Evil: Operation Raccoon City": #4544 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9852622&postcount=4544)
7) "0x000010C1" should be added for SGSSAA in "Metro 2033": #4551 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9854011&postcount=4551)
8) "0x204C12C1" should be added for MSAA in "SimCity": #4578 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9857791&postcount=4578)

If anybody has anything further to add, please speak up.
Otherwise I think it is important to integrate the above information into the very comprehensive "AA collection".
Let's hope the DX11 AA-bits petition bares fruit soon.
I think we have almost exhausted the possibilities with DX9 AA-bits at this point. :)

aufkrawall
2013-07-27, 20:46:14
Good idea to point to the Metro 2033 screenshots, btw. :)

SLIKnight
2013-07-28, 00:13:04
Thanks, I hope this will make more people vote for the petition.
Metro 2033 looks so much better with proper AA ;)

CrimsoN
2013-07-28, 17:16:17
Arma 2 gibt es wohl keine Bits die gut gehen oder warum sehe ich das nicht in der liste ?

SLIKnight
2013-07-29, 23:10:41
I stumbled upon an interesting youtube video:
http://www.youtube.com/watch?v=WZZqfKlRc_o&feature=player_embedded

According to this, MSAA can be forced in PlanetSide 2 with the "0x00411245" flag.
But the game must be set to the "Low" graphics preset, or it will crash on startup.

Haven't tried this personally, and it's not something I want to be using in PS2.
Someone might find it useful though, and it may even be possible to develop a working SGSSAA flag based on this information.
I prefer to stick to these settings myself:


[Display]
FullscreenRefresh=0
Maximized=0
RenderQuality=2.000000
FullscreenWidth=1920
FullscreenHeight=1200
WindowedWidth=1024
WindowedHeight=768
Mode=Fullscreen
FullscreenMode=Fullscreen

[Rendering]
GraphicsQuality=3
TextureQuality=0
ShadowQuality=3
RenderDistance=2000.000000
Gamma=0.000000
MaximumFPS=60
UseLod0a=0
OverallQuality=-1
LightingQuality=2
EffectsQuality=3
TerrainQuality=3
FloraQuality=3
ModelQuality=3
VerticalFOV=74
ParticleLOD=2
ParticleDistanceScale=0.650000
FogShadowsEnable=0
MotionBlur=1
VSync=0
AO=1
GpuPhysics=0

[General]
AutoDetectPerformanceSettings=0
DrawHud=1
ZoomToggle=0
FixedMinimap=0

[Voice]
Enable=0

[UI]
ShowMapTutorial=0
CentralizedHudMode=1


This gives me 2x2 OGSSAA and "Ultra" texture quality.
Currently there is a bug in the game, which causes it to crash, if GPU physics is enabled alongside "Ultra" textures.
I also recommend setting "Threaded optimization" to "Off" in your PlanetSide 2 driver profile, as the game is known to perform slightly better with this setting disabled.

Gast
2013-07-30, 07:11:40
threaded optimization https://forums.geforce.com/default/topic/507960/geforce-drivers/threaded-optimization-/post/3623185/#3623185

Hübie
2013-07-30, 07:48:24
Und wozu der link? Threaded optimizations betrifft beide APIs ;) Nur nicht jede Engine.

Deisi
2013-07-30, 13:55:51
Gab es früher nicht offizielle AA bits und ao bits für Darksiders 2? Der inspector zeigt mir nichts mehr an.

Blaire
2013-07-30, 14:29:31
Gab es früher nicht offizielle AA bits und ao bits für Darksiders 2? Der inspector zeigt mir nichts mehr an.

Ja, diese wurden aber wieder entfernt, nachdem Darksiders2 per Patch-Update, spielintern Anti-Aliasing und Ambient Occlusion-Support nachgereicht bekam.

Deisi
2013-07-30, 15:10:34
Ja, diese wurden aber wieder entfernt, nachdem Darksiders2 per Patch-Update, spielintern Anti-Aliasing und Ambient Occlusion-Support nachgereicht bekam.

Ah ok, seh auch gerade das AO auswählbar ist. Das spielinterne AA ist aber kaum vergleichbar mit forciertem msaa, ist wahrscheinlich nur fxaa. Ich teste mal ob sgssaa mit den bits aus dem thread noch funtioniert.

MrBonk
2013-07-31, 03:43:29
Castlevania Lords of Shadow

General Information
_________________________________
Game needs TF2/AA Fix

SGSSAA is going to be slightly blurry compared to no AA,OGSSAA and downsampling no matter how you slice it

I cannot get SweetFX to work in this game. So it is not possible to try and sharpen the SGSSAA yet.

The Added Ambient Occlusion is good quality, but up close (which you will rarely be in game) it can cause some edges of foiliage to be slightly more aliased than without. But it is a very subtle effect. And I personally don't mind at all. Because the AO here is high quality and temporally stable from the looks of it.


Performance hit will be pretty high. I'm not sure if it's because i'm still on 314.22, but with no AA and in game max settings at 1080p in the opening game scene I could only get about 59 FPS on this 570 minimum. (Meaning the lowest framerate I get with Vsync Off. Most of the time it's 70+)

The game still seems to the use the same FMVs at the console version (though without doing a side by side it's hard to tell)
And that also means NO AA in FMVs(which there are a LOT of in this game). Which can and probably will be exceptionally jarring. (More so for those playing at 60FPS since the cutscenes are 24FPS IIRC)
________________________________________


The Bits:
_________________________________
This game needs both the bit for MultipleRenderTargets and forcing AA on 32FP textures in order for AA to work at all.

So the best quality performance you can get is

0x004012C1: OGSSAA,OGSSAA Hybrid,SGSSAA and MSAA (Though MSAA quality is subpar)

In Game AA max+ Driver trick downsampling(OGSSAA) is a viable method too that looks very good and has good performance
(at 3200x1800 with max settings+in game AA downsampled to 1600x900, I was getting performance about on par with the PS3 version of the game)
_______________________________________

The Pictures!
_________________________________

No AA: https://i.minus.com/iu7rqpyafnYoa.png https://i.minus.com/ibT1NRBgPcHIw.png https://i.minus.com/iNc3dfUvyBBZ6.png

4012C1 3x3 OGSSAA: https://i.minus.com/iNthlY2zluVE5.png https://i.minus.com/ilRgJ22W0775F.png https://i.minus.com/igZt6ABzs4EcV.png

4012C1 4xSGSSAA: https://i.minus.com/i4r7kYeNWa3Yf.png https://i.minus.com/iSxneJiTCgwfS.png https://i.minus.com/ibkgOy2J1494Ha.png

4012C1 8xS+2xSGSSAA: https://i.minus.com/iblt4XPGH7xv3N.png https://i.minus.com/iq8gntoIEYdwx.png https://i.minus.com/ibhy5H7mNxHbWI.png

3200x1800+in game AA max downsampled to 1920x1080: https://i.minus.com/ibtWuZ3Yr7LEa8.png https://i.minus.com/ifnknZo8j6uVA.png https://i.minus.com/ibmYrhkUOPZfkC.png

_____________________________________


Well there you go! :D



I asked David Cox if it was possible to ever get a patch with re-rendered cutscenes at 1080p24 with AA on them
https://twitter.com/N_BONKERS_P/status/362464152343687168

No Dice. But in LoS2 apparently all cutscenes will be in-engine. So that is promising at least.

SLIKnight
2013-07-31, 14:15:51
Nice job, MrBonk.
Those 3x3 OGSSAA shots look very nice indeed.
Haven't played a Castlevania game in many years, in fact not since I played the original Castlevania on Nintendo 8-bit as a kid. ;)
Might have to pick this one up at some point.

MrBonk
2013-07-31, 20:29:04
Well, it's a pretty different beast compared to that game. (Though there are many throwbacks/references to the classic universe)

So keep an open mind and go in with no expectations if you do decide to do so :)

SLIKnight
2013-08-01, 13:12:33
I kinda knew that from reading reviews etc.
What I really want is a remake of the original Castlevania, running on the new graphics engine.
That would be a phenomenal amount of fun ;)

On a different note, I think the following flags should be added to the AA list:

1) "0x004012C1" should be added for SGSSAA & OGSSAA in "Castlevania: Lords of Shadow": #4592 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9861727&postcount=4592)
2) "0x004000C1" should be added for SGSSAA in "MX vs. ATV Reflex" (Only works for 16:9 resolutions): Guru3D AA thread (#1132) (http://forums.guru3d.com/showpost.php?p=4627720&postcount=1132)
3) "0x004000C0" should be added for OGSSAA in "The Raven: Legacy of a Master Thief": Guru3D AA thread (#1146) (http://forums.guru3d.com/showpost.php?p=4629156&postcount=1146)

Finally, does anybody have a SSAA flag for the DX9 mode of "Cryostasis: Sleep of Reason"?
The ingame AA is simply "On/Off", and does almost nothing.
And as far as I can tell, the only difference between DX9 (Shader Model 3.0) and DX10 (Shader Model 4.0) seems to be slightly fancier PhysX effects in DX10.

Deisi
2013-08-01, 16:46:20
The Raven: Legacy of a Master Thief

No AA:

http://abload.de/img/raven_game_no_aa7ok8j.png

2x2 OGSSAA

http://abload.de/img/raven_game_2x2ogssaayakz2.png

4x4 OGSSAA

http://abload.de/img/raven_game_4x4ogssaak8jmw.png

I used 0x004000C0

Thank you SLI Knight

MrBonk
2013-08-01, 20:34:30
I kinda knew that from reading reviews etc.
What I really want is a remake of the original Castlevania, running on the new graphics engine.
That would be a phenomenal amount of fun ;)

On a different note, I think the following flags should be added to the AA list:

1) "0x004012C1" should be added for SGSSAA & OGSSAA in "Castlevania: Lords of Shadow": #4592 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9861727&postcount=4592)
2) "0x004000C1" should be added for SGSSAA in "MX vs. ATV Reflex" (Only works for 16:9 resolutions): Guru3D AA thread (#1132) (http://forums.guru3d.com/showpost.php?p=4627720&postcount=1132)
3) "0x004000C0" should be added for OGSSAA in "The Raven: Legacy of a Master Thief": Guru3D AA thread (#1146) (http://forums.guru3d.com/showpost.php?p=4629156&postcount=1146)

Finally, does anybody have a SSAA flag for the DX9 mode of "Cryostasis: Sleep of Reason"?
The ingame AA is simply "On/Off", and does almost nothing.
And as far as I can tell, the only difference between DX9 (Shader Model 3.0) and DX10 (Shader Model 4.0) seems to be slightly fancier PhysX effects in DX10.

Yes I completely agree. Though, they have remade Castlevania 1 a fair amount of times. Though not in 2.5 gloriousD (Which would be amazing)

Castlevania X68k is my personal favorite CV1 variation. Very challenging and the game keeps getting subsequently more difficult the more times you beat it.


As for Cryostasis, I thought perhaps there was an AA flag for it.


But, I HAVE the game and it is actually on my spare HDD (Amazon DRM Free woot)

I will install and test it either tonight when i'm not busy or tomorrow!;D


Also: The AA on The Raven looks off kinda. With 2x2 OGSSAA there is *more* aliasing in places than it seems without AA and it looks like it messes with some of the shadow maps and makes them more aliased than without OGSSAA.

Here i'll highlight areas in the 2x2 picture to show

https://i.minus.com/iCiioFtB02mao.png

How much better does it look in motion?

SLIKnight
2013-08-02, 00:20:59
As for Cryostasis, I thought perhaps there was an AA flag for it.


You mean an official AA profile in the driver?
Not sure about that, but we need a custom profile to force SGSSAA in DX9.
Just remember to set "Shader Model" to "3.0" to run in DX9 mode.
You might also want to disable "Advanced PhysX effects" while testing for AA flags, as the game is very demanding with this enabled. ;)


The AA on The Raven looks off kinda. With 2x2 OGSSAA there is *more* aliasing in places than it seems without AA and it looks like it messes with some of the shadow maps and makes them more aliased than without OGSSAA.


Don't have the game, but that seems to be true based on the areas you highlighted in the 2x2 OGSSAA screenshot.
Maybe it is worth trying "0x004002C0" or "0x004000C1" in this game?

phoenix887
2013-08-02, 00:41:53
Ich hab für FABLE III die vom User "bloodindark" auf Guru3d geposteten AA-Bits "0x004000C1" mal genauer angesehn und diese funktionieren soweit auch ganz gut, sowohl mit SGSSAA als auch MSAA. Für 8xMSAA/SGSSAA reichen aber selbst die 1,5GB der GTX480/580 nicht mehr aus, 3GB wären hier sicher vom Vorteil.

Out of the Box:
http://www.abload.de/thumb/fable138rq.png (http://www.abload.de/image.php?img=fable138rq.png)
4xMSAA:
http://www.abload.de/thumb/fable2f8ad.png (http://www.abload.de/image.php?img=fable2f8ad.png)
4xSGSSAA:
http://www.abload.de/thumb/fable3jm9r.png (http://www.abload.de/image.php?img=fable3jm9r.png)

Habe diese Bits ausprobiert. Funktionieren auch ganz gut. Aber nach einer gewissen Zeit, erscheinen Grafikfehler (der Hintergund wird doppelt angezeigt).
Oder die FPS brechen plötzlich ein. Muss an auf den Desktop und wieder zurück ins Spiel. Danach sind die FPS wieder in Ordnung.

Habe jetzt ne Runde ohne Bits gespielt und hatte diese Fehler nicht mehr.

Konnte jetzt dazu auch nichts recherchieren auf Anhieb. Sollte eine kleine Anmerkung sein.

aufkrawall
2013-08-02, 00:56:22
Mal ganz doof ins Blaue: Schon mal alle ziemlich nebenwirkungsfreien Bits für SGSSAA probiert (0x204412C1)?

MrBonk
2013-08-02, 10:18:00
I wish there was a better solution for Final Fantasy XIV ARR.

This is literally.

ALIASING! THE GAME!

And the new benchmark/character creator confirms what I thought the AA they had was. FXAA. Which does nothing but make textures look awful.


I tweeted the English FFIXV twitter asking if they can ask Yoshida to implement better Anti Aliasing> I Doubt it will get through, but it doesnt' hurt. Maybe if more people asked.

Raff
2013-08-02, 10:48:59
Kennt jemand performante SGSSAA-Bits für Rise of the Triad? =) Unreal Engine 3.x.

MfG,
Raff

Blaire
2013-08-02, 11:01:33
Die üblichen Bits wie C0, C1 oder C5 funktionieren nicht?

phoenix887
2013-08-02, 11:19:03
Mal ganz doof ins Blaue: Schon mal alle ziemlich nebenwirkungsfreien Bits für SGSSAA probiert (0x204412C1)?

Danke, bist mein Held. Woher hast du gewusst das die Bits helfen?;)

Vorteile der neuen Bits:

1. Keine Grafikfehler mehr
2. Keine massive Performance Drops die sehr zufällig auftreten.
3. FPS sind mehr ausgeglichen, dadurch erscheint das Spiel sehr flüssiger.

8xMSAA mit 8xSGSSAA

http://abload.de/thumb/fable32013-08-0211-100mxlk.png (http://abload.de/image.php?img=fable32013-08-0211-100mxlk.png)

aufkrawall
2013-08-02, 11:31:50
Danke, bist mein Held. Woher hast du gewusst das die Bits helfen?;)

Bei SGSSAA wirds mit zusätzlichen bewährten Bits eigentlich nie schlimmer.
Gut, dass es bei dir funzt. Kannst ja vielleicht noch ein bisschen testen? :)

SLIKnight
2013-08-02, 11:36:21
I kinda doubt all those bits are needed.
Most likely "0x204012C1", "0x204000C1", or "0x004002C1" is enough to solve the problem.
Using unnecessary bits can sometimes cause blurriness or other issues.

aufkrawall
2013-08-02, 12:00:10
I kinda doubt all those bits are needed.

Me too, but who cares if it seems to work?


Using unnecessary bits can sometimes cause blurriness or other issues.
Let's talk about this when it happened. ;)

phoenix887
2013-08-02, 12:17:08
Bei SGSSAA wirds mit zusätzlichen bewährten Bits eigentlich nie schlimmer.
Gut, dass es bei dir funzt. Kannst ja vielleicht noch ein bisschen testen? :)


Klar, werde bestimmt noch am Wochenende weiter zocken. Gebe dir dann Rückmeldung, ob es sich alles so bestätigt.

@Raff

Rise of Triads

Eigenes Profil anlegen:

http://abload.de/thumb/rotti5kvt.jpg (http://abload.de/image.php?img=rotti5kvt.jpg)

8xMSAA und 8xSGSSAA

http://abload.de/thumb/rott2013-08-0212-02-57sjpg.png (http://abload.de/image.php?img=rott2013-08-0212-02-57sjpg.png)

8xSGSSAA ist auf einer Titan OC gerade noch spielbar. Aber in großen Räume gehts deutlich unter 60FPS, was bei dem Spiel dem Gameplay schadet.

Denke werde wieder auf 4xSGSSAA zurück gehen, da biste immer dicke über 60FPS so wie ich kurz gesehen habe;)

damit das Spiel smoother läuft folgende ini's ändern:

Deutsch:

http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9865093&postcount=88

English:

http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9865778&postcount=4617

Raff
2013-08-02, 15:45:47
Hey,

IIRC hatte ich auch die C1-Bits drin, hatte damit aber in 2.560x1.600 mit 4x SGSSAA starke Slowdowns, die nicht "normal" aussahen – ordentliche Grund-Framerate, aber eben heftige Drops bei manchen Effekten. Ich gehe die Bits mal durch, wenn's kälter ist und die Nerd-Laune zurückkommt. :ugly:

MfG,
Raff

SLIKnight
2013-08-02, 22:27:13
Let's talk about this when it happened. ;)

I suppose you are right, just my OCD/perfectionist personality taking over once in a while. :biggrin:

Blaire
2013-08-02, 22:54:04
Hey,

IIRC hatte ich auch die C1-Bits drin, hatte damit aber in 2.560x1.600 mit 4x SGSSAA starke Slowdowns, die nicht "normal" aussahen – ordentliche Grund-Framerate, aber eben heftige Drops bei manchen Effekten. Ich gehe die Bits mal durch, wenn's kälter ist und die Nerd-Laune zurückkommt. :ugly:


Das Game unterstützt GPU-PhysX right? Das könnte auch für diese FPS-Drops sorgen.

phoenix887
2013-08-02, 23:24:00
Das Game unterstützt GPU-PhysX right? Das könnte auch für diese FPS-Drops sorgen.

Habe ich auch den Eindruck seit es aus ist.

Blaire
2013-08-03, 00:36:24
Falls "0x080000C1" zu langsam , würde ich auch mal "0x080000C5" oder "0x08000044" prüfen. Da sollte sich doch für jeden Geschmack etwas passendes finden lassen.

MrBonk
2013-08-03, 01:46:53
I kinda doubt all those bits are needed.
Most likely "0x204012C1", "0x204000C1", or "0x004002C1" is enough to solve the problem.
Using unnecessary bits can sometimes cause blurriness or other issues.
Only certain bits can cause blurring issues (Though others may depending on the game)

Supersampling Shader AA textures for one can cause blurring in some games (Like RE6, which has glitches with that anyway even though)
That is the 1 in 12C becoming a 3 instead. Making 32C.


The Stalker Specific F bit is some kind of alternate tone mapping shader and also disables filtering on scanout. (Which is what causes blurriness with that flag/F And alternatively I think in that same bit spot if you used 7 instead of F it may still cause blurring as well)


That flag for Fable 3 0x204412C1, is actually ok As it does neither of those and judging by the picture it looks great. (IMO) it's not super blurry or anything that I can see

If anything, maybe that 2 in the first digit spot could be removed. But I dont' know if that game needs it to function with best quality of SGSSAA.

Same with the second 4 in 44. If you can remove the first 2 and the second 4 to make it 0x004012C1 and see if that provides the same results then everything should be fine.

0x000000C1 flag by itself only forces AA on RGBA8 and RGBA16F textures the same size as the primary flip chain.

Which doesn't include any AA for RGBA32F or depth textures for games that may need it and as far as I've seen it doesn't create any quality, nor performance issues for any games for C1 to become

0x004002C1 or 0x004000C3 or 0x004002C3 (With the 4th digit from the right becoming a 1 for games that use Multiple render targets.)



EDIT: Now after reading your post. You pretty much said the same thing. D'oh! :p My bad

phoenix887
2013-08-03, 07:26:26
Falls "0x080000C1" zu langsam , würde ich auch mal "0x080000C5" oder "0x08000044" prüfen. Da sollte sich doch für jeden Geschmack etwas passendes finden lassen.

C5 hatte ich auch probiert. Ist von der Geschwindigkeit gleich. Liegt am Spiel. Paar Einstellungen in den .ini's geändert. Läuft butterweich. Siehe auch Spielethread.

SLIKnight
2013-08-03, 16:06:04
C5 hatte ich auch probiert. Ist von der Geschwindigkeit gleich. Liegt am Spiel. Paar Einstellungen in den .ini's geändert. Läuft butterweich. Siehe auch Spielethread.

If that is the case, then you should probably add specific information about these tweaks to your SGSSAA post for "Rise of Triads": #4608 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9864521&postcount=4608)
IMO this is better than asking people to search various "tweaking" threads, and guess which .ini settings you are talking about.

Wie denn?
Ich krieg in RF Armageddon einfach kein SGSSAA hin.
In-game ist 4xMSAA an, aber egal was ich im Nvidia Inspector einstelle, es funzt nicht.

TSSAA funktioniert allerdings schon:
Ohne:
http://www.ld-host.de/uploads/thumbnails/11bb1392b7219a1d8dc623af28f7c464.png (http://www.ld-host.de/show/11bb1392b7219a1d8dc623af28f7c464.png)
Mit 8xTSSAA:
http://www.ld-host.de/uploads/thumbnails/21300528d9e5413e07d39a2e84592bd2.png (http://www.ld-host.de/show/21300528d9e5413e07d39a2e84592bd2.png)

aufkrawall, you might want to try "0x004000C1" for SGSSAA in "Red Faction: Armageddon".
According to "bloodindark" from the Guru3D forums, this works for "Red Faction 4", which I can only assume means RF:Armageddon, as it is the fourth game in the series: NVIDIA AA guide (#641) (http://forums.guru3d.com/showpost.php?p=4010946&postcount=641)

I already tested for driver-forced SGSSAA in "Red Faction: Guerrilla" about six months ago, without success.
Anything I tried either didn't work properly, or caused severe graphics glitches.
But RF:A is running on a newer version of the Geo-Mod engine, so you might have better luck with SGSSAA in this game. :wink:

phoenix887
2013-08-03, 16:44:57
@SLI Knight

ok I will try to explain it in english, but one warning, my english is not very good :)

Its a workaround if you have performance or mouse problems with Rise of Triads:

Go to;
C:\Users\<-User Name->\Documents\My Games\Rise Of The Triad\ROTTGame\Config

ROTTEngine.ini

Search for "smooth" and turn every line with the word "smooth" to False or if the line has numbers to 0 . All together 6 times.

ROTTInput.ini

The same procedure again. But at this file only 1x

At last, save everything and turn on write protection for both ini's.

Now play, the game should run much better. At my PC its working.

SLIKnight
2013-08-03, 17:14:53
You don't have to say it in english really, just add something specific to your original SGSSAA post: #4608 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9864521&postcount=4608)
This way all the needed information is right there as a reference, if we add your SGSSAA flag to the AA list.
I was thinking of something similar to, what I did for Batman: AA & AC in this post: #3549 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9546485&postcount=3549)

phoenix887
2013-08-03, 22:37:26
You don't have to say it in english really, just add something specific to your original SGSSAA post: #4608 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9864521&postcount=4608)
This way all the needed information is right there as a reference, if we add your SGSSAA flag to the AA list.
I was thinking of something similar to, what I did for Batman: AA & AC in this post: #3549 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9546485&postcount=3549)

Ok Mission accomplished:D

@Fable 3

Also habe noch ein paar Stunden gespielt mit den neuen Bits. Keine Probleme. Ich denke man kann sie dann in der Liste aufnehmen, wenn niemand was dagegen hat.

SLIKnight
2013-08-04, 14:51:12
I have moved my "summary" post: #4624 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9866810&postcount=4624)

phoenix887
2013-08-04, 15:18:31
The Fable 3 bits 0x204412C1 works fine. I did test them some hours but there are no errors. In my opinion the runs smoother than the old bits.

Gast
2013-08-04, 16:00:00
Final Fantasy XIV Realm Reborn - AA bits: 0x004010A1 - SGSSAA

http://abload.de/thumb/ffxiv0x000000002bxyy.png (http://abload.de/image.php?img=ffxiv0x000000002bxyy.png) http://abload.de/thumb/ffxiv0x004010a12flmy.png (http://abload.de/image.php?img=ffxiv0x004010a12flmy.png)

CrimsoN
2013-08-04, 16:06:59
Ich habe ein Problemm bei Dota 2 was ja auf der bekannten Source-Engine basiert.
Bekomme einfach kein SGSSAA hin, die 12D9 bits greifen und andre die ich geteste habe leider auch nicht.

SLIKnight
2013-08-04, 18:03:59
I moved my summary post again: #4637 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9869158&postcount=4637)

aufkrawall
2013-08-04, 18:25:03
Ich habe ein Problemm bei Dota 2 was ja auf der bekannten Source-Engine basiert.
Bekomme einfach kein SGSSAA hin, die 12D9 bits greifen und andre die ich geteste habe leider auch nicht.
Scheint man nix machen zu können.

SLIKnight
2013-08-05, 12:11:59
Auch bei Far Cry 2 DX9 sind mit dem neuen Flag die Streifenfehler nun weg.
8xSGSSAA, 0x000010C1:
http://abload.de/thumb/farcry22013-05-1316-56kuqv.png (http://abload.de/image.php?img=farcry22013-05-1316-56kuqv.png)

Am besten Post Processing auf niedrig stellen, damit DoF aus ist.

http://img.techpowerup.org/130513/nvidia_20130513_152910.png

Any reason you are not just enhancing the ingame MSAA setting with SGSSAA in DX10?

aufkrawall
2013-08-05, 12:15:46
Any reason you are not just enhancing the ingame MSAA setting with SGSSAA in DX10?
Vsync doesn't work withut stuttering, AA of DX10 slightly fails with particles and extreme bloom. In DX10, DoF can't be disabled either, and who likes this effect?

SLIKnight
2013-08-05, 12:20:08
I see, didn't know that about DoF in FC2.
Any difference in performance between enhancing in DX10 and forcing SGSSAA in DX9?
Just to clarify, "post processing" has to be set at "Low" to disable DoF in DX9?

aufkrawall
2013-08-05, 12:28:46
Yep. I don't know about the performance, afair with my GTX 570 forced SGSSAA was more expensive.
But with fast Kepler GPU(s), I don't think that's an issue.

SLIKnight
2013-08-05, 15:48:54
Actually, i'm not asking out of performance "concerns", but more out of interest ;)
I'm very happy with my 780 GTX's, and it really is a joy using 8xSGSSAA in all my games at 1920x1200 (except the ones where AA can't be forced of course).
Even 3x3 OGSSAA forced in GTA 4 using the ENB mod runs beautifully.

The AA list really is invaluable in its current state, and PC gaming just wouldn't be the same without it IMO.
I almost pity the poor AMD users, who have to do without these amazing driver-tools.
The only thing missing is of course driver-forced SGSSAA in some prominent DX11 games, like:

Battlefield 3
BioShock Infinite
Crysis 2 & 3
Hitman: Absolution


With proper AA in these games, we really are golden ;)

aufkrawall
2013-08-05, 17:02:56
Couldn't agree more. :)

MrBonk
2013-08-05, 22:43:54
Vsync doesn't work withut stuttering, AA of DX10 slightly fails with particles and extreme bloom. In DX10, DoF can't be disabled either, and who likes this effect?
I like DoF personally.


Has anyone tested DoF with FC2 in DX10?

But vsync doesn't work without stutering? Even without forcing AA?

aufkrawall
2013-08-06, 00:02:40
I like DoF personally.


Has anyone tested DoF with FC2 in DX10?

Works without problems.


But vsync doesn't work without stutering? Even without forcing AA?
Stutters only in DX10, and then even without AA.
But can't remember if it was related to SLI.

MrBonk
2013-08-06, 02:48:33
Oh sorry I wrote DOF. I meant downsampling

Dicker Igel
2013-08-06, 14:33:30
Euro Truck Simulator 2

0x084012C1

4x SG

http://abload.de/thumb2/ets2_00000u6q62.png (http://abload.de/image.php?img=ets2_00000u6q62.png) http://abload.de/thumb2/ets2_00001xcq03.png (http://abload.de/image.php?img=ets2_00001xcq03.png) http://abload.de/thumb2/ets2_00002x6p4t.png (http://abload.de/image.php?img=ets2_00002x6p4t.png)

4x SG + 200% Skalierung(ingame DS)

http://abload.de/thumb2/ets2_00003mqrd3.png (http://abload.de/image.php?img=ets2_00003mqrd3.png)

MLAA muss man vorher deaktiveren.

0x080012C1 funktionieren auch und mit diversen Hybriden, ist aber etwas leimiger.
PS: 0x080012C1 glättet die Rückspiegel besser, daher wohl der FPS Verlust(nicht viel, um die 5 FPS), da hängt es von den individuellen Ansprüchen ab.

SLIKnight
2013-08-06, 17:42:23
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
General Dunia engine AA/AO advice
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

The Dunia engine has very nice MSAA support compared to most DX10+ games.
In Far Cry 2, you can enhance MSAA with SGSSAA in DX10 mode, and get a nice result.

But forcing SGSSAA with "0x000010C1" through the driver in DX9 mode is the best solution from an IQ standpoint: #4234 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9766251&postcount=4234)
Personally i'm using 8xSGSSAA in DX9 mode with "Post" set to "Low" ingame, and it looks great.
I also found a working DX9 HBAO+ flag "0x00000031" for Far Cry 2: #5604 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10133667&postcount=5604)

In Far Cry 3, I'm using DX11 4xMSAA combined with "Alpha to Coverage" set to "Enhanced" and 1.5x1.5 downsampling from 2880x1800 to 1920x1200.
Enhancing with SGSSAA can't really be recommended in FC3, since the deferred shadow system prevents automatic LOD adjustment from working correctly.
And manually forcing a negative LOD causes flickering.
Enhancing the ingame MSAA setting with TrSSAA works reasonably well, but is substantially more demanding than "Alpha to Coverage" without looking much better.

In terms of ambient occlusion in FC3, I really wouldn't recommend using either the ingame SSAO or HBAO options.
The HDAO implementation is very nice and subtle, and is the preferred option if your system can handle the performance hit.
Here is a direct IQ comparison of the ingame AA and AO options in FC3: Far Cry 3 Video Card Performance and IQ Review (HardOCP) (http://www.hardocp.com/article/2012/12/17/far_cry_3_video_card_performance_iq_review/7#.UznP-eKqqM8)

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Far Cry 3 settings and modding
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I'm still running version 1.04 of the game, since it works very well, and I don't really care about the MP.
My full ingame settings are as follows:

Video:

Display Resolution: 2880x1800
Window Mode: Fullscreen
V-Sync: Off
GPU Max Buffered Frames: 3
Widescreen Letterbox: Off
DirectX: DirectX 11
MSAA Anti-Aliasing: 4
Alpha to Coverage: Enhanced
SSAO Method: HDAO
Field of View: 90.2
Subtitles: Off

Video Quality:

Overall Quality: Custom
Textures: High
Ambient Lighting: High
Shadow: Ultra
Post FX: High (mainly reduced from "Ultra" to disable motion blur)
Geometry: Ultra
Vegetation: Very High
Terrain: High
Water: Very High
Environment: High

Controls:

Mouse Acceleration: Off
Throw Grenade: Mouse Button 4 (thumb mouse button of my Logitech G5)

Gameplay:

Reticle: Off
Weapon Tagging: Off
Wiki Updates: Off
Collectible Updates: Off
Tutorial Updates: Off
Objective Reminder: Off
Crafting Tips: Off
Display XP: Off
Detection Meter: Off
Hit Indicator: Off
Grenade Indicator: Off

I'm also using an excellent mod collection called "Ceano's FC3 Compilation", which can be found on the Ubisoft forums:
http://forums.ubi.com/showthread.php/734046-Mods-for-Far-Cry-3?p=8834721&viewfull=1#post8834721

This improves various shortcomings of the vanilla game, such as the intrusive HUD, the awful DOF system and many others things.
Just remember to start a new game after installing the mod, or some of the features will not work correctly.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Uplay related tweaking
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I recommend starting the game directly from a desktop shortcut to "farcry3_d3d11.exe" with the parameter " -offline" (without quotes) appended to the target box.
This ensures that the game starts in DX11 and in Uplay's offline mode.
For singleplayer this is optimal and prevents any possible problems related to Uplay.
To prevent the game from auto-updating to version 1.05 upon startup, it is important to block internet access to "FC3Updater.exe" using this method:
http://www.sevenforums.com/system-security/138730-how-disable-access-program-internet.html#post1191016

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
SLI profiles and screenshot gallery
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

When "Far Cry 3" came out, it had some serious issues with SLI scaling, such as stuttering and slowdowns for example when shooting at cars.
This problem was fixed by Blaire with the custom "0x080942F5" DX11 SLI profile: #697 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9565385&postcount=697)
With the 334.89 WHQL driver I'm currently using, the most serious slowdown issues have been fixed with the official "0x0C1902F5" profile, but personally I still get slightly better performance and a generally smoother experience using "0x080942F5" on my 780 GTX SLI setup.
Before I came to this conclusion, I tried many combinations of SLI bits, each with varying degrees of success.
I have summarized my most interesting findings in the table below:

Tested SLI profile|Behavior compared to "0x080942F5"
0x0C1902F5 (official)| Slightly slower with more stuttering
0x0C1942F5| Roughly same performance, but not as smooth
0x081942F5| Slower
0x080902F5| A little slower with more performance fluctuations
0x080982F5| Slower
0x0C0942F5| More stuttering


And finally I would like to include a series of screenshots of the final result, along with my full NVIDIA Inspector profile:

http://abload.de/thumb/farcry3_d3d11_2014_03t2svg.png (http://abload.de/image.php?img=farcry3_d3d11_2014_03t2svg.png) http://abload.de/thumb/farcry3_d3d11_2014_034vse4.png (http://abload.de/image.php?img=farcry3_d3d11_2014_034vse4.png) http://abload.de/thumb/farcry3_d3d11_2014_03k2sxe.png (http://abload.de/image.php?img=farcry3_d3d11_2014_03k2sxe.png) http://abload.de/thumb/farcry3_d3d11_2014_03nssdh.png (http://abload.de/image.php?img=farcry3_d3d11_2014_03nssdh.png) http://abload.de/thumb/farcry3_d3d11_2014_03vjsbv.png (http://abload.de/image.php?img=farcry3_d3d11_2014_03vjsbv.png) http://abload.de/thumb/farcry3_d3d11_2014_03odsgo.png (http://abload.de/image.php?img=farcry3_d3d11_2014_03odsgo.png) http://abload.de/thumb/farcry3_d3d11_2014_030zsjh.png (http://abload.de/image.php?img=farcry3_d3d11_2014_030zsjh.png) http://abload.de/thumb/fc3_inspectorrcsx2.png (http://abload.de/image.php?img=fc3_inspectorrcsx2.png)

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
DX9 SGSSAA in Far Cry 3
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I also found a very nice SGSSAA flag "0x004010C1" for the DX9 mode of Far Cry 3.
This produces much better AA quality than the combination of downsampling and DX11 MSAA, I was previously using.

The only major visual differences between DX9 and DX11 in FC3 is MSAA and HDAO.
And by setting SSAOLevel="6" in your GamerProfile.xml file, you can actually get HDAO quality ambient occlusion in DX9 mode.
With perfect driver-forced DX9 SGSSAA and SSAOLevel="6", the DX11 version of the game is rendered completely redundant IMO.

Full details of my settings and tweaks with DX9 SGSSAA can be found here: #5943 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10281337&postcount=5943)

SLIKnight
2013-08-06, 18:17:23
Here is an updated version of my "summary" post:

1) The SGSSAA flag for "Fable III" should be changed to "0x204412C1": #4604 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9864460&postcount=4604)
2) "0x080000C1" should be added for SGSSAA in "Rise of the Triad": #4608 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9864521&postcount=4608)
3) The title of the RO2 SGSSAA entry should be changed from "Red Orchestra 2: Heroes of Stalingrad" to "Rising Storm & Red Orchestra 2": #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)
4) "0x004010A1" should be added for SGSSAA in "Final Fantasy XIV: A Realm Reborn": #4622 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9866652&postcount=4622)
5) "0x084012C1" should be added for SGSSAA in "Euro Truck Simulator 2": #4635 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9868857&postcount=4635)
6) My post on Far Cry 2 & 3 should be added as a "Dunia engine" tweakguide to the FC2 SGSSAA entry: #4234 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9766251&postcount=4234), Dunia AA guide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9869119&postcount=4636)
7) "0x004012C1" should be added for OGSSAA in "Cryostasis": #4642 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9870953&postcount=4642)

MrBonk
2013-08-07, 10:22:07
I finished testing Cryostasis. The results were not great. Will post details later.

SLIKnight
2013-08-07, 15:42:21
Ok, sounds "interesting" :)
Btw I noticed, that you posted an SGSSAA flag "0x004012E1" for "Final Fantasy XIV: A Realm Reborn" on the Guru3D forums: Guru3D AA thread (#1173) (http://forums.guru3d.com/showpost.php?p=4633098&postcount=1173)

I must say, that I never tried any of the Final Fantasy games, BUT posting an AA flag which results in 5 FPS at 1600x900 with a 570 GTX seems a little counterproductive to me.
Something like that might actually discourage people with a "mid-end" GPU from even trying SGSSAA in their games.
Also what about gast's SGSSAA flag for FF XIV "0x004010A1": #4622 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9866652&postcount=4622)
Judging from his screenshots, he is getting ~94 FPS with Titan GTX SLI at 1920x1080 with 8xSGSSAA.
This seems much more reasonable for a game, that really isn't that impressive visually IMO.

I don't mean to sound negative or anything, but not even Quad SLI Titans could get 60 FPS with your SGSSAA flag at 1080p, so posting it is kinda pointless.

MrBonk
2013-08-08, 00:24:50
It's a quality flag, rather than performance.

The quality of GAST's flag left me feeling disappointed. It didn't work so well in my tests. (To the point where I felt i'd rather just have no AA)

Nothing wrong with having a future proof flag when the game is most likely going to be around for at least 5-10 years. (It's predecessor, FFXI has been around for just over 10 years now)

Until Yoshida and Square get off their asses and put some actual QUALITY AA (Or at least re-write their lighting model to produce less aliasing. Specifically specular aliasing) into the game, not much else to say.



Just remember, no one HAS to use it!


In game FXAA+downsampling works pretty well with much less performance hit (And some what better IQ than the previous flag despite somewhat worse temporal stability)

Only problem is that it makes the UI very small.


Maybe we can make something happen if everyone tweet's
"@FF_XIV_EN"

About getting AA and UI adjustment
Like

" Can we PLEASE get SMAA4x, and FSAA implemented in the game? Also, can you please add a UI adjustment size. Too small at largeRES"

SLIKnight
2013-08-08, 00:44:10
Sure, it might be a quality flag...BUT STILL ;)
I suspect you might be able to remove a few AA bits without sacrificing too much IQ.
People kinda need something NOW, not in 10 years.

What about Cryostasis?

MrBonk
2013-08-08, 10:15:34
Yeah but that's just it. The closest you will get to good quality/performance is Gast's flag. Removing anything from my flag will pretty much bring you to the same quality level but most likely poorer performance than that flag

So I don't see a problem with listing them as "Performance flag:/Quality-very low performance Flag:"


Anywho,


Cryostasis

General Information
_____________________________
SGSSAA needs TF2 fix. Bad news: Still doesn't fix other issues with SGSSAA.

SGSSAA works. But there is an issue with some kind of particle effect in the depth buffer or something. And when you use MSAA(Or something that needs MSAA like SGSSAA), it creates this strange weird outlines around that part/effect.

SGSSAA is somewhat blurry anyway (even with auto LOD)

Good News: OGSSAA works
No Hybrid though, causes same issue as SGSSAA.


OGSSAA performance is about the same as driver downsampling for 2x2
Both AA about the same. But Driver OGSSAA is slightly sharper.


Performance between DX10 and 9 (Shader model 4.0/3.0 respectively)

Average framerate performance was similar, in some instances there may be a 10-20 frame difference.

PhysX still can be used in DX9 I think? Didn't really test for that.

Turning PhysX on and off made no performance difference in the area I tested
_________________________________________________________

The Flag:
0x004012C1 - OGSSAA ,SGSSAA(If you can live with the glitches)
____________________

The Pictures:

The Issue:
4xSGSSAA
https://i.minus.com/ibuFcyuYrdMtUR.png
https://i.minus.com/ic8X7Dv9Rbs5w.png
https://i.minus.com/iFqCvAwbRuy8d.png
https://i.minus.com/ibbpDhouj9JHf0.png (Exaggerated issue, used a bit to disable AA from working properly and it only displays the effect with the outlines) (Stencil ?)

No AA - https://i.minus.com/ijQ3jF85Z4s8H.png
In game AA - https://i.minus.com/itkpQyShC4fk1.png
0x004012C1 2x2 OGSSAA - https://i.minus.com/iLtfq0steJiLD.png
0x004012C1 2x2+in game AA - https://i.minus.com/ibm8ono2VVwrUd.png
In game AA +2x2 OGSSAA Driver - https://i.minus.com/ibc4GCDNkXZLDz.png https://i.minus.com/ib0Z9fC5ldhJPF.png
0x004012C1 4x4 OGSSAA - https://i.minus.com/i5GVz9osb3hQb.png
0x004012C1 4xSGSSAA - https://i.minus.com/ibymSLhyV92cq8.png
_________________________________________________________

Conclusion:

4012C1 is good for OGSSAA, but you may want to test out driver OGSSAA to see if you prefer that result. In game AA is just a basic post-FXAA like shader. Combined with OGSSAA though the results are pretty nice!

It's not SGSSAA(Which has blur anyway), but it's better than nothing if you can afford the performance
____________________________________________

Guest
2013-08-08, 12:58:27
Judging from his screenshots, he is getting ~94 FPS with Titan GTX SLI at 1920x1080 with 8xSGSSAA. This seems much more reasonable for a game, that really isn't that impressive visually IMO.
I don't mean to sound negative or anything, but not even Quad SLI Titans could get 60 FPS with your SGSSAA flag at 1080p, so posting it is kinda pointless.You seriously think a 570 GTX is close to SLId Titans? That's nonsense. Why don't we look at the actual numbers instead of debating a hypothesis?

Here are benchmark results from my GTX 770 at 2304x1440.
0x004010A1 -- 3839
0x004012E1 -- 3838
0x004012C5 -- 4069
0x004012A5 -- 4065

And here at 2048x1280:
0x004010A1 -- 4742
0x004012C5 -- 5005

The two offered in this thread apparently produce the same results. The flag above from earlier in the Guru3D thread is faster than both. This can be traced down to the final bit - using 0x004012C1 produces a score of 4771. And when taking screenshots, I could not notice a quality difference, so it appears to me the arguments you are raising are nonsense.

SLIKnight
2013-08-08, 13:32:25
Performance between DX10 and 9 (Shader model 4.0/3.0 respectively)

Average framerate performance was similar, in some instances there may be a 10-20 frame difference.

PhysX still can be used in DX9 I think? Didn't really test for that.

Turning PhysX on and off made no performance difference in the area I tested
_________________________________________________________

Conclusion:

4012C1 is good for OGSSAA, but you may want to test out driver OGSSAA to see if you prefer that result. In game AA is just a basic post-FXAA like shader. Combined with OGSSAA though the results are pretty nice!
____________________________________________

That is some very nice findings MrBonk.
Seems OGSSAA is the winner then. :)

Regarding PhysX, there is a reduction in quality/quantity of certain particle effects in DX9 mode, especially the shattering ice-crystals, the water cannon and a few other effects.
The developers of Cryostasis are using a combination of DX10 shaders, and PhysX hardware acceleration to produce this.

You seriously think a 570 GTX is close to SLId Titans? That's nonsense. Why don't we look at the actual numbers instead of debating a hypothesis?

Nice work Gast.
I never said, that 570 GTX resembles Titans or 780 GTX's in any way, but I don't own the game myself, so I have to conclude based on posted screeenshots/data.
I'm not a big fan of these japanese MMO type games, so I can't really test the flag on my own 780 GTX SLI setup.

Are you testing 8xSGSSAA in your example, and does this indicate that there is little to no difference in performance between "0x004010A1" and "0x004012E1" on a modern GPU?
If this is true, then "0x004012E1" should definetively be added to the SSAA list.
Could someone please make some actual screenshot comparisons between the two SGSSAA flags with FPS counters?

Gast
2013-08-08, 15:33:17
0x004010A1 -- 3839
0x004012E1 -- 3838

well, if performance is the same then the additional bits do nothing... aa quality isn't for free.
if moar bits is better why not change all c1 bits for ue3 games to 4012c1?
or better yet, how about we replace the whole sgssaa list with something like 0x284412E1?

SLIKnight
2013-08-08, 15:57:17
Please don't get upset, I was just asking a simple question :)
In general I am absolutely in favor of using as few AA bits as possible to get the job done.
I think my track record on the AA sammelthread as well as the corresponding SLI sammelthread proves that.

And what kind of average and minimum FPS does 3839 points correspond to, silly benchmark numbers like that provide very little information.
What I care about is the actual ingame FPS.

SLIKnight
2013-08-08, 16:30:56
Moved my summary post: #4655 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9871648&postcount=4655)

SLIKnight
2013-08-08, 16:54:19
aufkrawall, could you please update the AA list with the information in the above post?
I think all of the points are very valid, and based on many pages of discussion and testing.

Gast
2013-08-08, 17:01:02
die beiden sollten entfernt werden:
DarkXL 0x80000000 -> performance bit, no AA bit (cf. nvidia drs tool)
Grand Prix 4 0x40000000 -> tesla only, not meant to force AA (cf. nvidia drs tool)

castlevania geht mit 12C0, aber unmöglich einen guten vergleich zu machen, da die kamera ständig in bewegung ist.

euro truck simulator 2 läuft mit 0x080010C1. vielleicht mache ich heute noch einen vergleich.

SLIKnight
2013-08-08, 17:04:48
So "0x000012C0" should be enough for 3x3 OGSSAA in "Castlevania: Lords of Shadow"?

Gast
2013-08-08, 17:25:25
yes, sgssaa works fine as well.
but i encountered a different issue: when using sli + forced AA (no matter what bits) i get these occasional flashing artefacts.
aa bits + single gpu works fine and downsampling + sli works well too.

Guest
2013-08-08, 17:42:06
I never said, that 570 GTX resembles Titans or 780 GTX's in any way, but I don't own the game myself, so I have to conclude based on posted screeenshots/data....posting an AA flag which results in 5 FPS at 1600x900 with a 570 GTX...
...not even Quad SLI Titans could get 60 FPS with your SGSSAA flag...0x004010A1 -- 3839
0x004012E1 -- 3838Nice work, SLIKnight. You equated the two without taking into account the massive power difference. The benchmark is free, if you wish to get more detailed answers you can download it and see for yourself.

Are you testing 8xSGSSAA in your example, and does this indicate that there is little to no difference in performance between "0x004010A1" and "0x004012E1" on a modern GPU? If this is true, then "0x004012E1" should definetively be added to the SSAA list.4xSGSSAA was tested. There was no visible difference in quality between the two in motion. And you have not addressed the change to the last bit, which performs better with no apparent difference in my end.

Gast
2013-08-08, 19:22:45
bit #02 disables AA on primary flip chain. imho all C5 sgssaa bits should be changed to C1.
http://abload.de/image.php?img=ffxiva5a1bcqab.png

SLIKnight
2013-08-08, 19:58:33
Please disregard this post.

SLIKnight
2013-08-08, 20:22:09
With all the previous discussions in mind, I recommend the AA list is updated as follows:

1) The SGSSAA flag for "Fable III" should be changed to "0x204412C1": #4604 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9864460&postcount=4604)
2) "0x080000C1" should be added for SGSSAA in "Rise of the Triad": #4608 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9864521&postcount=4608)
3) The title of the RO2 SGSSAA entry should be changed from "Red Orchestra 2: Heroes of Stalingrad" to "Rising Storm & Red Orchestra 2": #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)
4) "0x004010A1" should be added for SGSSAA in "Final Fantasy XIV: A Realm Reborn": #4622 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9866652&postcount=4622)
5) My post on Far Cry 2 & 3 should be added as a "Dunia engine" tweakguide to the FC2 SGSSAA entry: #4234 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9766251&postcount=4234), Dunia AA guide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9869119&postcount=4636)
6) "0x004012C1" should be added for OGSSAA in "Cryostasis: Sleep of Reason": #4642 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9870953&postcount=4642)
7) The SGSSAA & OGSSAA flag for "Castlevania: Lords of Shadow" should be changed to "0x000012C0": #4649 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9871438&postcount=4649)
8) "0x080010C1" should be added for SGSSAA in "Euro Truck Simulator 2": #4649 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9871438&postcount=4649)
9) The AA flags for "DarkXL" and "Grand Prix 4" should be deleted: #4649 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9871438&postcount=4649)

MrBonk
2013-08-08, 21:19:06
You seriously think a 570 GTX is close to SLId Titans? That's nonsense. Why don't we look at the actual numbers instead of debating a hypothesis?

Here are benchmark results from my GTX 770 at 2304x1440.
0x004010A1 -- 3839
0x004012E1 -- 3838
0x004012C5 -- 4069
0x004012A5 -- 4065

And here at 2048x1280:
0x004010A1 -- 4742
0x004012C5 -- 5005

The two offered in this thread apparently produce the same results. The flag above from earlier in the Guru3D thread is faster than both. This can be traced down to the final bit - using 0x004012C1 produces a score of 4771. And when taking screenshots, I could not notice a quality difference, so it appears to me the arguments you are raising are nonsense.




After testing again, it seems I was experiencing a placebo effect.


Because this is a difficult title to deal with. With 4xSGSSAA there is still quite a bit of specular aliasing and shimmering. (Hence why I recommended 8xSGSSAA because it handles it better)



0x004010A1 4x https://i.minus.com/ib1dbK3t8FRENU.png
0x004012E1 4x https://i.minus.com/ideahcTBtBJQK.png


0x004010A1 8x https://i.minus.com/iyMBSOrezS802.png
0x004012E1 8x https://i.minus.com/iblOU2r1AUDD2M.png
0x004012C5 8x https://i.minus.com/iGO6eWnljH7ib.png
0x004012A5 8x https://i.minus.com/iOjIKdmlNJVhV.png
0x004012C1 8x https://i.minus.com/iIlKRHT5zTkz9.png (ignore the frame drop, I think that happened when I took the screenshot)



Also: What is wrong with 0x004012C1 for Lords of Shadow again?

I never noticed any issues and 12C0 doesn't AA the depth buffer,RGBA16 textures if they exist in the game at some point. Hence 4012C1 for best possible quality.

4012C1 4xSGSSAA https://i.minus.com/iSxneJiTCgwfS.png https://i.minus.com/ibkgOy2J1494Ha.png
12C0 4xSGSSAA https://i.minus.com/i1xeqGErbZxSv.png https://i.minus.com/ibvYgNz0dnPgD6.png

aufkrawall
2013-08-08, 23:53:43
Für Overlord muss man nur Bit #06 aktivieren 0x00000040 (jedwedes AA).
8xSGSSAA:
http://abload.de/thumb/overlord2013-08-0718-8akzq.png (http://abload.de/image.php?img=overlord2013-08-0718-8akzq.png)

SLIKnight
2013-08-09, 00:10:04
After testing again, it seems I was experiencing a placebo effect.
0x004010A1 8x https://i.minus.com/iyMBSOrezS802.png
0x004012E1 8x https://i.minus.com/iblOU2r1AUDD2M.png


Excellent, that definitively proves, that "0x004010A1" is enough for Final Fantasy.


Also: What is wrong with 0x004012C1 for Lords of Shadow again?

I never noticed any issues and 12C0 doesn't AA the depth buffer,RGBA16 textures if they exist in the game at some point. Hence 4012C1 for best possible quality.

4012C1 4xSGSSAA https://i.minus.com/iSxneJiTCgwfS.png https://i.minus.com/ibkgOy2J1494Ha.png
12C0 4xSGSSAA https://i.minus.com/i1xeqGErbZxSv.png https://i.minus.com/ibvYgNz0dnPgD6.png

Nothing is "wrong" with "0x004012C1", but this flag simply contains two AA bits, which are not needed in this particular application. ;)

MrBonk
2013-08-09, 03:34:12
That you can see from the demo at least. For all we know later in the game there could be effects that need it(Unlikely I'd guess from what I remember of playing of the game on the PS3 at least). But 12C0 does seem to work fine, when I play through the game i'll use my flag just to be on the safe side (because i'm weird like that)


listing 12C0 is fine with me

CrimsoN
2013-08-09, 09:41:44
Ja es stimmt, mit der aktuellen Version von "SpecOps The Line" funktionieren die alten "0x0800000C2" nicht mehr mit max. VeryHigh-Settings, d.h. das Bild bleibt schwarz. Aber das hat auch Vorteile, da man nicht mehr zwingend unterschiedliche AA-Bits für High und VeryHigh-Details nutzen muss, als auch die Schatten nicht mehr auf High setzen muss, aufgrund großen Performance-Hungers. Das fällt nun alles weg, einzig für MSAA/TRSSAA und SGSSAA sollte man noch unterscheiden.

Für 1920x1080 und VeryHigh Ingame-Settings empfehle ich aktuell:

SGSSAA-Only AA-Bits "0x080002C1"

MSAA (incl. Transparency SSAA) AA-Bits "0x080102C1"

Letztere funktionieren auch mit SGSSAA, allerdings wird das Bild dann zu unscharf, deshalb halt ich hier beide Varianten für sinnvoll. Funktionieren neben 16:9 übrigens auch mit 16:10 Auflösungen (i.m.F. 2560x1600) ohne Probleme.

Settings: 1080p , VeryHigh , GeForce TITAN incl. 320.18 Drivers
8xMSAA
http://abload.de/thumb/specopsmsaaklu49.png (http://abload.de/image.php?img=specopsmsaaklu49.png)
8xMSAA + Transparency SS
http://abload.de/thumb/specopstrssaae5ph9.png (http://abload.de/image.php?img=specopstrssaae5ph9.png)
8xSGSSAA:
http://abload.de/thumb/specopssgssaailp15.png (http://abload.de/image.php?img=specopssgssaailp15.png)

Also wenn ich bei mir die Bits für 4xSGSSAA nutzen will bekomme ich nur ein schwarzes Bild.

phoenix887
2013-08-09, 15:48:41
Für Overlord muss man nur Bit #06 aktivieren 0x00000040 (jedwedes AA).
8xSGSSAA:
http://abload.de/thumb/overlord2013-08-0718-8akzq.png (http://abload.de/image.php?img=overlord2013-08-0718-8akzq.png)

Danke, werde mir das Spiel wohl demnächst auch nochmal antun. Hatte es nie durchgespielt. Benutzt Overlord 2 die selben Engine?

aufkrawall
2013-08-09, 15:55:20
Wohl so ziemlich. Bei Teil 2 matscht SGSSAA aber leider immer.

Finde btw. den Blur bei der Source-Engine mit nem 1080p Monitor erträglich.
L4D2 kann die gute Specular-Glättung von SGSSAA gut gebrauchen.

Konami
2013-08-09, 18:13:28
Gibt es irgendeinen Weg, in Portal 2 SSAA zu schalten ohne alles zu blurren?

Mit 8x MSAA + normalem 8x Transparenz-SSAA (http://abload.de/img/2.8x_tssaax3ug2.jpg) schaut noch alles einwandfrei aus, nur greift die Kantenglättung an manchen Stellen (z.B. gerillte Glasscheiben) halt überhaupt nicht.
Mit 2x2 OGSSAA (http://abload.de/img/3.2x2ogssaaggujj.jpg) ist schon alles in der Ferne stark verschwommen.
Und mit 8x SGSSAA (http://abload.de/img/5.8x_sgssaa9futt.jpg) kommt zum Verschwimmen auch noch eine leichte Abdunklung des Bildes dazu.

Die eingestellte LOD-Anpassung von -1,5 greift offenbar nicht. Ein paar Bits (0x00000018, 0x00000040, 0x40000018) hab ich mal probiert, aber ohne Erfolg.

aufkrawall
2013-08-09, 18:26:09
Gibt es irgendeinen Weg, in Portal 2 SSAA zu schalten ohne alles zu blurren?

Die eingestellte LOD-Anpassung von -1,5 greift offenbar nicht. Ein paar Bits (0x00000018, 0x00000040, 0x40000018) hab ich mal probiert, aber ohne Erfolg.
Es blurt immer, aber mit C0 sollte es etwas weniger blurren. Ansonsten musst du die Shader-Details auf medium stellen.
LOD-Anpassung geht immer. ;) Allerdings muss bei D3D dafür SGSSAA ausgewählt sein.

Konami
2013-08-09, 19:37:16
Es blurt immer, aber mit C0 sollte es etwas weniger blurren. Ansonsten musst du die Shader-Details auf medium stellen.
LOD-Anpassung geht immer. ;) Allerdings muss bei D3D dafür SGSSAA ausgewählt sein.
Hab mich jetzt nach diesem Post (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9559666&postcount=3606) gerichtet und mit dem C0-Bit recht gutes 16xS-AA hingekriegt. Das entscheidende war dafür aber gar nicht das Bit, sondern "override" statt "enhance" auszuwählen. Mit enhance ists immer verschwommen wie Sau. :ugly:
Edit: Nein, warte, es braucht sowohl das Bit als auch "override". Na gut, das hätte ich auch dem Startpost entnehmen können.

Wäre übrigens nett wenn du den Post am Anfang verlinken würdest. Hab mit Ctrl-F nach "Portal" gesucht, nix gefunden, und bin dann erstmal gar nicht auf die Idee gekommen trotzdem die Threadsuche zu bemühen...
Edit2: Oh. "Source-Engine". Shit, ignorier mich komplett. :D

aufkrawall
2013-08-09, 19:53:13
Ich werd die Namen mal ausschreiben, damit man die Spiele so finden kann.

Konami
2013-08-09, 21:03:30
Eine erwähnenswerte Sache hab ich doch rausgefunden: Diesen Blur, den man in Portal 2 durch SGSSAA bekommt, hat man mit OGSSAA/Mischmodi nicht. 16xS mit 8x Transparenz-SSAA schaut wirklich super aus und erlaubt weiterhin höchste Shader-Details.

aufkrawall
2013-08-09, 21:19:04
Steht ja auch so in #2064 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9167895&postcount=2064). ;)

SLIKnight
2013-08-09, 23:52:32
Seems to me like the DX11 AA bits petition is dying a little again:
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/

If anybody has some pertinent facts/data/screenshots to post there, please do so.
Maybe MrBonk's post on Cryostasis is relevant: #4642 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9870953&postcount=4642)
This game has terrible AA support in DX10, but OGSSAA works great in DX9.

MrBonk
2013-08-10, 01:58:06
Posted about it

Gast
2013-08-10, 14:55:22
Final Fantasy XIV Realm Reborn - AA bits: 0x00401005 - SGSSAA - quality
Final Fantasy XIV Realm Reborn - AA bits: 0x00401085 - SGSSAA - performance

http://abload.de/thumb/ffxiv0x00401005e4pw3.png (http://abload.de/image.php?img=ffxiv0x00401005e4pw3.png) http://abload.de/thumb/ffxiv0x00401085mlppx.png (http://abload.de/image.php?img=ffxiv0x00401085mlppx.png)

aufkrawall
2013-08-10, 15:05:56
Ja sind schärfer die Bits bei Sonic All Star Racing und schneller als die alten Bits
Als es mal ein f2p weekend gab, hatte ichs auch mal ausprobiert: Mit dem C5 Bit glättet es nicht mehr perfekt, 4010C1 sah deutlich besser aus, wenn auch etwas blurry.
btw. sollte man die ambient occlusion unbedingt ausschalten, ist ja mega hässlich.

MrBonk
2013-08-10, 15:21:07
Final Fantasy XIV Realm Reborn - AA bits: 0x00401005 - SGSSAA - quality
Final Fantasy XIV Realm Reborn - AA bits: 0x00401085 - SGSSAA - performance

http://abload.de/thumb/ffxiv0x00401005e4pw3.png (http://abload.de/image.php?img=ffxiv0x00401005e4pw3.png) http://abload.de/thumb/ffxiv0x00401085mlppx.png (http://abload.de/image.php?img=ffxiv0x00401085mlppx.png)
4012E1/4010A1 are better quality and have less glitches


https://i.minus.com/iOmHdq2ttSEZi.png 0x00401005 8xSGSSAA
vs
https://i.minus.com/iblOU2r1AUDD2M.png 4010A1 8xSGSSAA




https://i.minus.com/igGi89xpCnlaG.png

Gast
2013-08-10, 15:45:23
you're right. it's pretty obvious on the character.
this means A1 for best quality and 85 for sharp text/hud.

bit #05 only makes the logos sharper but not the white text for the pc specs so it might be useless for the full game -> 0x00401081

SLIKnight
2013-08-10, 16:35:14
Als es mal ein f2p weekend gab, hatte ichs auch mal ausprobiert: Mit dem C5 Bit glättet es nicht mehr perfekt, 4010C1 sah deutlich besser aus, wenn auch etwas blurry.
btw. sollte man die ambient occlusion unbedingt ausschalten, ist ja mega hässlich.

Here is the original "Sonic & All-Stars Racing Transformed" SGSSAA & OGSSAA post from gast, which should probably be used as a reference, in case you decide to change the flag back to "0x004010C1": #3841 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9649215&postcount=3841)

Also, did anyone try retesting SGSSAA with "0x000012C1" in "Alan Wake" with the TF2 fix and the "-noblur" startup parameter?
When forcing SGSSAA in this game, does it matter what level of MSAA is set ingame?
Here are some interesting references: #2069 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9172506&postcount=2069), #2074 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9172863&postcount=2074), #2076 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9172883&postcount=2076), #2077 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9172925&postcount=2077), Alan Wake PC support FAQ (http://forums.steampowered.com/forums/showpost.php?p=29225635&postcount=1)

aufkrawall
2013-08-10, 16:42:12
Here is the original "Sonic & All-Stars Racing Transformed" SGSSAA & OGSSAA post from gast, which should probably be used as a reference, in case you decide to change the flag back to "0x004010C1": #3841 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9649215&postcount=3841)

Thanks.

Gast
2013-08-10, 19:46:15
TimeShift

AA bits: 0x004000C0 - SGSSAA

SLI bits: 0x42402005

http://abload.de/thumb/timeshift0x000000005cb6l.png (http://abload.de/image.php?img=timeshift0x000000005cb6l.png) http://abload.de/thumb/timeshift0x004000c0brxhm.png (http://abload.de/image.php?img=timeshift0x004000c0brxhm.png)

SLIKnight
2013-08-10, 20:00:50
Please disregard this post.

MrBonk
2013-08-11, 02:14:49
you're right. it's pretty obvious on the character.
this means A1 for best quality and 85 for sharp text/hud.

bit #05 only makes the logos sharper but not the white text for the pc specs so it might be useless for the full game -> 0x00401081


You can slightly sharpen with SweetFX to fix the UI Blur(Which honestly. Is not all that bad. It's no where near the level of blur you'd get with something like the Stalker Flag)


See my post here>
http://forums.guru3d.com/showpost.php?p=4634821&postcount=1211



ALSO: I just discovered, that there is only a big quality difference between 0x004012C5 and 0x004012A1 when you use 8xSGSSAA

8xSGSSAA comparison http://screenshotcomparison.com/comparison/36075
4xSGSSAA comparison http://screenshotcomparison.com/comparison/36151

So, now I believe 4012C5 should be the recommendation for 4xSGSSAA (only) 4012A1 (or 4010A1) For 8xSGSSAA (Only, with sweetFX for slight sharpening)

MrBonk
2013-08-11, 03:53:05
TimeShift

AA bits: 0x004000C0 - SGSSAA

SLI bits: 0x42402005

http://abload.de/thumb/timeshift0x000000005cb6l.png (http://abload.de/image.php?img=timeshift0x000000005cb6l.png) http://abload.de/thumb/timeshift0x004000c0brxhm.png (http://abload.de/image.php?img=timeshift0x004000c0brxhm.png)
Good job with this flag. Looks fantastic.

I wish this game would go on sale for less than 10-15$ during steam sales.

phoenix887
2013-08-11, 13:07:18
Für Overlord muss man nur Bit #06 aktivieren 0x00000040 (jedwedes AA).
8xSGSSAA:
http://abload.de/thumb/overlord2013-08-0718-8akzq.png (http://abload.de/image.php?img=overlord2013-08-0718-8akzq.png)

Funktioniert Perfekt(y)

SLIKnight
2013-08-11, 13:07:52
So, now I believe 4012C5 should be the recommendation for 4xSGSSAA (only) 4012A1 (or 4010A1) For 8xSGSSAA (Only, with sweetFX for slight sharpening)

Having different flags for various levels of SGSSAA is probably not a good idea, and any flag ending in "1" is most likely always going to produce better IQ than a "C5" flag.
The best "compromise" is just living with the text blurring IMO.

SLIKnight
2013-08-11, 14:32:06
Please disregard this post.

aufkrawall
2013-08-11, 14:47:09
Is there any advantage over enhancing to SGSSAA?
E.g. the trees still look pixelated.

SLIKnight
2013-08-11, 15:58:16
Please disregard this post.

Gast
2013-08-11, 18:43:07
also wenn ich episode 3 ransom - mirror peak starte und die kamera nach links drehe, flimmern die bäume und grasbüschel genau gleich wie mit 8x in-game sgssaa, nur dass die fps um 70 % sinken - aber jeder wie er meint...

LEGO Star Wars - The Complete Saga:
mit 12c1 werden die figuren nicht geglättet und die schatten sind nicht mehr soft.

http://abload.de/thumb/legoswtcs0x000012c1jnaiq.png (http://abload.de/image.php?img=legoswtcs0x000012c1jnaiq.png) http://abload.de/thumb/legoswtcs0x00000000uyyn2.png (http://abload.de/image.php?img=legoswtcs0x00000000uyyn2.png)

SLIKnight
2013-08-11, 18:58:15
Please disregard this post.

CrimsoN
2013-08-11, 20:17:36
Ja es stimmt, mit der aktuellen Version von "SpecOps The Line" funktionieren die alten "0x0800000C2" nicht mehr mit max. VeryHigh-Settings, d.h. das Bild bleibt schwarz. Aber das hat auch Vorteile, da man nicht mehr zwingend unterschiedliche AA-Bits für High und VeryHigh-Details nutzen muss, als auch die Schatten nicht mehr auf High setzen muss, aufgrund großen Performance-Hungers. Das fällt nun alles weg, einzig für MSAA/TRSSAA und SGSSAA sollte man noch unterscheiden.

Für 1920x1080 und VeryHigh Ingame-Settings empfehle ich aktuell:

SGSSAA-Only AA-Bits "0x080002C1"

MSAA (incl. Transparency SSAA) AA-Bits "0x080102C1"

Letztere funktionieren auch mit SGSSAA, allerdings wird das Bild dann zu unscharf, deshalb halt ich hier beide Varianten für sinnvoll. Funktionieren neben 16:9 übrigens auch mit 16:10 Auflösungen (i.m.F. 2560x1600) ohne Probleme.

Settings: 1080p , VeryHigh , GeForce TITAN incl. 320.18 Drivers
8xMSAA
http://abload.de/thumb/specopsmsaaklu49.png (http://abload.de/image.php?img=specopsmsaaklu49.png)
8xMSAA + Transparency SS
http://abload.de/thumb/specopstrssaae5ph9.png (http://abload.de/image.php?img=specopstrssaae5ph9.png)
8xSGSSAA:
http://abload.de/thumb/specopssgssaailp15.png (http://abload.de/image.php?img=specopssgssaailp15.png)

Hier Leute was mach ich falsch aber ich bekomme in diesen game kein SGSSAA hin.

SLIKnight
2013-08-11, 22:31:53
Hier Leute was mach ich falsch aber ich bekomme in diesen game kein SGSSAA hin.

Which driver are you using?
Did you remember to enable the TF2 fix?
Does the "0x080002C1" flag work on "High" settings and/or at a 16:9 resolution?

CrimsoN
2013-08-11, 22:58:28
Which driver are you using?
Did you remember to enable the TF2 fix?
Does the "0x080002C1" flag work on "High" settings and/or at a 16:9 resolution?


Driver 326.19
Resolution 16:10(1050p)
TF2 fix is Gobal ON and play very high.

aufkrawall
2013-08-11, 22:59:39
Mal ne 16:9 Auflösung eingestellt?

CrimsoN
2013-08-11, 23:04:05
Lol xD

Auf einmal geht es...mit 1080p werde mal mit 1050p(16:10) versuchen.
Also von jetzt auf gleich.

SLIKnight
2013-08-11, 23:06:26
Is there any advantage over enhancing to SGSSAA?
E.g. the trees still look pixelated.

Have a look at this post by "OC_Burner": #2069 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9172506&postcount=2069)

In the first set of comparison screenshots, the "Oh Deer Diner" neon sign behind the waitress is only smooth with SGSSAA forced using the "12C1" flag.
And with the "-noblur" launch option and slightly less LOD adjustment than standard, I still think it is worth putting the "12C1" flag in the SSAA list for Alan Wake.
The reason enhancing with SGSSAA isn't very demanding in AW, is because it is doing close to nothing...

aufkrawall
2013-08-11, 23:11:42
True, nice find.

phoenix887
2013-08-11, 23:27:06
Was ist mit tf2 fix gemeint?

SLIKnight
2013-08-11, 23:27:24
TimeShift

AA bits: 0x004000C0 - SGSSAA

SLI bits: 0x42402005

http://abload.de/thumb/timeshift0x000000005cb6l.png (http://abload.de/image.php?img=timeshift0x000000005cb6l.png) http://abload.de/thumb/timeshift0x004000c0brxhm.png (http://abload.de/image.php?img=timeshift0x004000c0brxhm.png)

Why do we need a new SSAA flag for this game?
What is wrong with Blaire's "0x004010C4" flag: #560 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8590587&postcount=560)

aufkrawall
2013-08-11, 23:30:20
Was ist mit tf2 fix gemeint?
Was im Inspector neuerdings gut bedienbar als "Antialiasing fix" auftaucht. Sollte aber nur gegen Artefakte helfen, nicht gegen nicht funktionierende Glättung.

MrBonk
2013-08-11, 23:37:26
Having different flags for various levels of SGSSAA is probably not a good idea, and any flag ending in "1" is most likely always going to produce better IQ than a "C5" flag.
The best "compromise" is just living with the text blurring IMO.


Except that i've tested and proven that C5 in this game produces the EXACT same results with 4xSGSSAA with 0 UI blurring and a minor performance advantage.


It's only with 8xSGSSAA is there a quality difference.



It seems perhaps that disabling AA on the primary flip chain in this game doesn't have the same effect that it does in others (Making AA quality worse, activating some kind of built in dynamic AA on off switch like with UE3 games)


I didn't mind the blurring personally with A1/E1 with 8xSGSSAA. But 12C5 with 4xSGSSAA and no UI blurring is great too. As there is literally no IQ difference that I can see, in stills or in motion

SLIKnight
2013-08-11, 23:38:36
Please disregard this post.

MrBonk
2013-08-11, 23:39:15
The reason distant trees still look pixelated is because of the game's crappy LOD system.
This has little or nothing to do with AA, and can't really be "fixed" without blurring away details, e.g. FXAA.

And yes, forcing SGSSAA looks much better than enhancing IMO.
How big the difference is depends on the lighting/bloom used in the particular scenes.
IMO enhancing with SGSSAA in this game is completely useless.

EDIT: I have made some small corrections to my SGSSAA post on Alan Wake.


Have you tried using the Shader Supersampling flag just for kicks to see if that AA's the trees by chance?

(12C1 becomes 32C1)


Also: May I suggest trying 0x004032C1 or 0x004012C1 for Lego Star Wars as well?
It looks like a combination of SSAO/Shadow maps causing the issue (Which could be something in the depth buffer depending on how they have it set up maybe)

SLIKnight
2013-08-11, 23:42:03
It's only with 8xSGSSAA is there a quality difference.


Well, I have never heard of this before.
Just because you don't notice the difference doesn't mean it's not there.
And besides, the SGSSAA flags for Final Fantasy really only shine with 8xSGSSAA.

SLIKnight
2013-08-11, 23:44:37
Have you tried using the Shader Supersampling flag just for kicks to see if that AA's the trees by chance?

(12C1 becomes 32C1)


Haha, what's the point?
The "12C1" flag is already seriously demanding, even on a highend SLI setup.
"32C1" would probably just cause crawling slow performance and blurring.

MrBonk
2013-08-11, 23:47:49
Just to see if it resolves the issue. It's not a matter of performance,only a matter of finding the quality/flag that WORKS.


That way we KNOW there IS a near perfect flag available, we just don't have the performance to use it right now.

Also:
May I suggest trying 0x004032C1 or 0x004012C1 for Lego Star Wars as well?
It looks like a combination of SSAO/Shadow maps causing the issue (Which could be something in the depth buffer depending on how they have it set up maybe)




and I will take a video showing 4xSGSSAA in FFXIV, it actually works really well with these flags and you will see that there is no difference in quality what so ever.

SLIKnight
2013-08-11, 23:58:20
Well, it is not going to solve the issue.
The issue is not SGSSAA itself, but rather that the trees in Alan Wake are not rendered in "full detail" until you are almost next to them (even at maximum ingame settings).
And this affects what the driver can "supersample".
SGSSAA is working on the trees as well as the vegetation, just not perfectly.

The "3" bit in "0x000032C1" is mostly designed by NVIDIA for MSAA, and if you take a quick look at the SSAA list (part 1 and 2), there are almost no SSAA flags which use this bit.
There is a very good reason for this. ;)

MrBonk
2013-08-12, 00:01:02
Just to see if it resolves the issue. It's not a matter of performance,only a matter of finding the quality/flag that WORKS.


That way we KNOW there IS a near perfect flag available, we just don't have the performance to use it right now.

Also:
May I suggest trying 0x004032C1 or 0x004012C1 for Lego Star Wars as well?
It looks like a combination of SSAO/Shadow maps causing the issue (Which could be something in the depth buffer depending on how they have it set up maybe)




and I will take a video showing 4xSGSSAA in FFXIV, it actually works really well with these flags (In motion) and you will see that there is no difference in quality what so ever.



________________________________________________________



Flag Comparison

4xSGSSAA

4012A1 - UI Blur and UI Super Sampling Artifacts
https://i.minus.com/im6ulkRn4NvvT.png
https://i.minus.com/ibag3QkCDDZk04.png
https://i.minus.com/i0VJI9qolosK6.png

4012C5 - No UI Blur and no UI Supersampling artifacts
https://i.minus.com/ibkLDA9fvhG3tQ.png
https://i.minus.com/ibuFVxb1reogHH.png
https://i.minus.com/izywtMaeGQfVT.png


Video Link 1080p https://mega.co.nz/#!3V43AYJT!Akmy7XkN3u3-F-fFCJCeUCpT06JPdKPPrxMJ737JW0Q

SLIKnight
2013-08-12, 00:12:07
The quality of an SSAA or MSAA flag is not dependent on the specific number of samples you use.
And this post by gast clearly demonstrates, that the "A1" flag is higher quality than the "C5" flag: #4653 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9871593&postcount=4653)

That fact is not magically going to change simply because you decide to use 4xSGSSAA instead of 8xSGSSAA.

SLIKnight
2013-08-12, 00:31:17
Please disregard this post.

MrBonk
2013-08-12, 00:37:26
The quality of an SSAA or MSAA flag is not dependent on the specific number of samples you use.
And this post by gast clearly demonstrates, that the "A1" flag is higher quality than the "C5" flag: #4653 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9871593&postcount=4653)

That fact is not magically going to change simply because you decide to use 4xSGSSAA instead of 8xSGSSAA.


Once again, that bit make make it lower quality in certain circumstances. but it is not 100% fact.


I just uploaded a video and SEVERAL screenshots showing that C5 is infact of BETTER quality than A1 with 4xSGSSAA (Because it doesn't have Supersampling UI glitches OR UI Blur and the AA quality is pretty much the same. )

https://mega.co.nz/#!3V43AYJT!Akmy7XkN3u3-F-fFCJCeUCpT06JPdKPPrxMJ737JW0Q (Video again <)


PLEASE point out some REAL significant differences between these two flags in quality in USE within the CONTEXT of this game with 4xSGSSAA.


You will not find any.:cool:

Again, not all bits end up having the same use within context of every game.

And in this case, disabling AA on the primary flip chain does absolutely nothing other than not blur the UI or cause a glitch around certain UI objects with 4xSGSSAA.

But it does have very poor quality with 8xSGSSAA.


There have also been a lot of posts over at Guru3D on how the earliest flags users tested that 2xSGSSAA was extremely blurry, but 4xSGSAA was not.

Again, rule=/=constant same results with every game.

You have to remember that nearly every game has it's own custom rendering chain and what happens in one, does not happen in the other.

aufkrawall
2013-08-12, 00:38:24
aufkrawall, I would be a happy camper if you could change a couple things in the AA list:

1) The SGSSAA flag for "Sonic & All-Stars Racing Transformed" should be changed back to "0x004010C1": #3841 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9649215&postcount=3841)
2) "0x000012C1" should be added for SGSSAA in "Alan Wake": #4683 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9874571&postcount=4683)
Soon, good night. :tongue:

SLIKnight
2013-08-12, 00:42:31
Still, having one AA flag for 4xSGSSAA, and another one for 8xSGSSAA is kinda silly. :)
4xSGSSAA doesn't look that great in this game anyway, maybe that is the reason you can't spot much difference in AA quality between "A1" and "A5"?

SLIKnight
2013-08-12, 00:43:21
Soon, good night. :tongue:

And a very good night to you as well :smile:

SLIKnight
2013-08-12, 03:24:41
I did some more testing in Alan Wake in some of the "daylight" missions, and the "12C1" flag results in quite severe flickering in certain scenes, and really doesn't process alpha textures very well.
For these reasons, I have now gone back to downsampling + ingame 8xMSAA in both AW and American Nightmare.
On second thought, it is probably not a good idea adding the custom AA profile for Alan Wake to the SSAA list.
It simply has too many problems, and just doesn't look good enough to justify the big performance hit.

SLIKnight
2013-08-12, 12:54:53
________________________________________________________



Flag Comparison

4xSGSSAA

4012A1 - UI Blur and UI Super Sampling Artifacts
https://i.minus.com/im6ulkRn4NvvT.png
https://i.minus.com/ibag3QkCDDZk04.png
https://i.minus.com/i0VJI9qolosK6.png

4012C5 - No UI Blur and no UI Supersampling artifacts
https://i.minus.com/ibkLDA9fvhG3tQ.png
https://i.minus.com/ibuFVxb1reogHH.png
https://i.minus.com/izywtMaeGQfVT.png


Video Link 1080p https://mega.co.nz/#!3V43AYJT!Akmy7XkN3u3-F-fFCJCeUCpT06JPdKPPrxMJ737JW0Q

I will leave it up to aufkrawall to decide, whether it is worth including "0x004010A5" for 4xSGSSAA in FF XIV.
Personally I am a little tired of testing SGSSAA flags, and will probably step away for a while and just "observe" :tongue:

MrBonk
2013-08-13, 08:10:10
It's 0x004010C5 not A5 for 4xSGSSAA with no UI Blur.


Otherwise it's 0x004010A1 for 8xSGSSAA.


And 4xSGSSAA at higher resolutions looks pretty nice, it seems the higher the resolution the better quality it gets. 4xSGSSAA at 1280x720 for example looks like ass.



It doesn't have as clean/nice as image quality as driver downsampling, but it has less temporal aliasing and doesn't make the UI unreadable either.

Gast
2013-08-13, 10:47:50
if A1 works fine then 0x00401085 should be enough.

MrBonk
2013-08-14, 03:29:15
Ok we need to stop trying to make different flags.


We've proven that A1 works but has blur, we don't need to go removing and changing bits just for the sake of removing bits.

Gast
2013-08-14, 16:18:26
DuckTales Remastered - AA bits: 0x080000C0 - SGSSAA

http://abload.de/thumb/ducktales0x00000000mezco.png (http://abload.de/image.php?img=ducktales0x00000000mezco.png) http://abload.de/thumb/ducktales0x000000c0gizqh.png (http://abload.de/image.php?img=ducktales0x000000c0gizqh.png)

grizu
2013-08-14, 19:05:10
DuckTales Remastered - AA bits: 0x080000C0 - SGSSAA

Sieht gut aus , werde auch mal zuschlagen (Steam) ... NES Zeiten :)

Gast
2013-08-16, 20:01:13
LEGO Pirates of the Caribbean - AA bits: 0x004010C0 - SGSSAA, OGSSAA

32xSSAA
http://abload.de/thumb/legopirates0x000000004mrfs.png (http://abload.de/image.php?img=legopirates0x000000004mrfs.png) http://abload.de/thumb/legopirates0x004010c0xercd.png (http://abload.de/image.php?img=legopirates0x004010c0xercd.png)

MrBonk
2013-08-17, 10:03:14
I've pre-ordered Lost Planet 3. I'll try to test Day 1 for AA flags.

Gast
2013-08-18, 17:09:59
Blades of Time - AA bits: 0x000002C0 - SGSSAA, OGSSAA

http://abload.de/thumb/bladesoftime0x000000013kda.png (http://abload.de/image.php?img=bladesoftime0x000000013kda.png) http://abload.de/thumb/bladesoftime0x000002cj8kre.png (http://abload.de/image.php?img=bladesoftime0x000002cj8kre.png)

SLIKnight
2013-08-18, 18:36:32
Anybody tried forcing SGSSAA in Sniper: Ghost Warrior 2 yet?
It is a DX9-Only game running on CryEngine 3, so it should be possible to get driver-forced SSAA working.
Maybe the Crysis 2 DX9 flag "0x000012C1" will be sufficient?

I did the SGSSAA testing for the original "Sniper: Ghost Warrior" game a while back, but haven't gotten around to buying the sequel yet.

4Fighting
2013-08-19, 21:06:40
Bisher hab ich auf die schnelle keine blurfreien Bits für SGSSAA für Payday 2 gefunden.

Für MSAA scheinen 0x00001041 zu gehen

http://abload.de/thumb/payday2_win32_releaseh6z6j.jpg (http://abload.de/image.php?img=payday2_win32_releaseh6z6j.jpg)

http://abload.de/thumb/payday2_win32_release39l4z.jpg (http://abload.de/image.php?img=payday2_win32_release39l4z.jpg)

MrBonk
2013-08-20, 12:49:50
Sonic Adventure 2,Ys Origin and Ys Oath in Felghana: MSAA,OGSSAA,OGSSAA Hybrid,SGSSAA - Can be forced with 0x00000000 ( Dunno if worth listing)


Ambient Occlusion can also be forced with a variety of flags(For the two Ys games. Didn't test sonic). The Modern Warfare 1 flag was the one I prefered in my testing



++++++


Couldn't find working SGSSAA bits for Payday 2? It's hard to see that MSAA is even working at all in some spots because of the chromatic aberration.

I've got a thread over on the steam forum for adding an option to disable CA and it's pretty long, but Overkill just seems to be ignoring.

Deisi
2013-08-20, 14:30:24
@4Fighting: Sind die 0x004012C1 von Payday 1 blurry ? Fande die nach kurzem Testen gestern ganz akzeptabel. btw die SLI Bits von Payday1 gehen auch weiterhin.

MrBonk
2013-08-20, 15:43:11
http://forums.guru3d.com/showpost.php?p=4628633&postcount=1137 ?

CrimsoN
2013-08-20, 16:58:54
call of duty 2 :

10C1 geht mit SGSSAA und OGSSAA aber SGSSAA blurt leich, in Game AA muss kann man aus oder anlassen ist hier Wurst außer bei 4xAA das macht extrem Bildfehler. Beim Normalen erweitern kann nur 2xAA inGame nutzten sonst gibt es nur Bild Fehler.

Deisi
2013-08-20, 17:03:33
Payday 2

8xSGSSAA 0x004012C1

http://abload.de/thumb/payday2_8xsgssaak5a5g.png (http://abload.de/image.php?img=payday2_8xsgssaak5a5g.png)

No AA

http://abload.de/thumb/payday2_noaalcajz.png (http://abload.de/image.php?img=payday2_noaalcajz.png)

Jetzt im direkten Vergleich fällt der blur doch stark auf.:mad:

SLIKnight
2013-08-20, 17:22:32
Payday 2

8xSGSSAA 0x004012C1


That is pretty blurry, and the "Chromatic Aberration" is awful in those shots.
In general I really dislike CA, and it was the first thing I disabled in Crysis 3.
Does Payday 2 have any type of Post Processing setting you can disable, or at least turn down?

Payday 2 is built on a highly modified version of the Diesel engine (http://en.wikipedia.org/wiki/Diesel_(game_engine)) also used in GRAW 1 & 2, and the original Payday.
In GRAW 2 I found, that setting "Post effects" to "Low" ingame cured blurring when forcing SGSSAA with "0x000012C1".

SLIKnight
2013-08-20, 17:33:18
Sonic Adventure 2,Ys Origin and Ys Oath in Felghana: MSAA,OGSSAA,OGSSAA Hybrid,SGSSAA - Can be forced with 0x00000000 ( Dunno if worth listing)


"0x00000000" is the same as no AA flag at all.
This is the default behavior of the driver, if no AA profile is specified in the game profile.

call of duty 2 :

10C1 geht mit SGSSAA und OGSSAA aber SGSSAA blurt leich, in Game AA muss kann man aus oder anlassen ist hier Wurst außer bei 4xAA das macht extrem Bildfehler. Beim Normalen erweitern kann nur 2xAA inGame nutzten sonst gibt es nur Bild Fehler.

In Call of Duty 2, you can simply disable the ingame AA setting, and force SGSSAA with a compatibility flag of "0x00000000" set.
The simple lighting of CoD2 doesn't require a custom AA profile. ;)

MrBonk
2013-08-20, 18:02:02
That is pretty blurry, and the "Chromatic Aberration" is awful in those shots.
In general I really dislike CA, and it was the first thing I disabled in Crysis 3.
Does Payday 2 have any type of Post Processing setting you can disable, or at least turn down?

Payday 2 is built on a highly modified version of the Diesel engine (http://en.wikipedia.org/wiki/Diesel_(game_engine)) also used in GRAW 1 & 2, and the original Payday.
In GRAW 2 I found, that setting "Post effects" to "Low" ingame cured blurring when forcing SGSSAA with "0x000012C1".


The Blur he is experiencing is due to the way overblown CA this game has.(Which already destroys detail and makes the image unpleasant to look at to begin with. It's a way to hide low quality assets IMHO.;Because Payday 2 at it's core is a 720p targetted game for the consoles. UI assets are made for 720p and textures are obviously console quality; That's all CA is in video games, and it's completely unnecessary. Dead Rising 3 has tons of it too)

Not much you can do about it short of generating more noise in this thread of mine asking for an option to disable it!

http://steamcommunity.com/app/218620/discussions/0/864974467807102467/


"0x00000000" is the same as no AA flag at all.
This is the default behavior of the driver, if no AA profile is specified in the game profile.



In Call of Duty 2, you can simply disable the ingame AA setting, and force SGSSAA with a compatibility flag of "0x00000000" set.
The simple lighting of CoD2 doesn't require a custom AA profile. ;)
Yes, it is. C1 also works, if you just want to list that.

The reason why I even posted about it is just so people know you CAN force these kinds of AA in these games at ALL you know?

That way they they know instead of not bothering because there isn't a flag listed for it and the games themselves don't have a flag for them in the drivers.

Some people may not think to try and test for themselves


also: These games don't have profiles, so they have to be created too.

SLIKnight
2013-08-20, 18:35:56
Yes, it is. C1 also works, if you just want to list that.

The reason why I even posted about it is just so people know you CAN force these kinds of AA in these games at ALL you know?

That way they they know instead of not bothering because there isn't a flag listed for it and the games themselves don't have a flag for them in the drivers.

Some people may not think to try and test for themselves


also: These games don't have profiles, so they have to be created too.

But then you are missing the point a bit.
If "0x00000000" works and produces the same image quality and performance as a custom AA profile (C1,10C1 etc.), then there is no need to add it to the AA list.
If all games where "0x00000000" is enough for MSAA, SGSSAA or whatever should be added to the AA list, it would be endless :smile:

MrBonk
2013-08-20, 19:11:44
Yeah, but it would at least tell people that they can force SGSSAA without issue without the need for a flag.


But that's just me, it'd be great to see other opinions on the matter

phoenix887
2013-08-20, 19:32:27
SGSSAA Bits für Sonic Generations:

0x004010C1

Original:

https://forums.geforce.com/default/topic/485208/geforce-drivers/nvidia-aa-guide-collection-of-aa-settings-mainly-for-games-without-native-support/post/3481250/#3481250

Post 70


Funktioniert einwandfrei SGSSAA. Dachte schreibe es mal hier da in der Liste nur OGSSAA steht.

8xSGSSAA

http://abload.de/thumb/sonicgenerations2013-k6l94.png (http://abload.de/image.php?img=sonicgenerations2013-k6l94.png)

Edit: Ne kleine Warnung für Leute die ihre Karte mit OC fahren. Sonic scheint die Grafikkarte mit SGSSAA ganz schön zu belasten. Hatte ständig Treiberresets selbst mit 4xSGSSAA. Aber jetzt mein OC.Profil extra wegen ein Spiel neu auszuloten habe ich keine Lust. Habe ja so auch Dishonored mit den 2DLC durchgespielt mit 8xSGSSAA und auch Fable 3 mit SGSSAA. Von daher nur ne kleine Warnung :)

Mr.Magic
2013-08-20, 22:27:10
Yeah, but it would at least tell people that they can force SGSSAA without issue without the need for a flag.


But that's just me, it'd be great to see other opinions on the matter

I think it's pointless. I only look games up here if forcing doesn't work in the first place.

SLIKnight
2013-08-21, 19:41:44
SGSSAA Bits für Sonic Generations:
Funktioniert einwandfrei SGSSAA. Dachte schreibe es mal hier da in der Liste nur OGSSAA steht.


I think it should be clear from this post, why only OGSSAA is in the list:
http://forums.guru3d.com/showpost.php?p=4322765&postcount=227

SGSSAA causes blurriness with the "0x084112C5" flag provided by the author "Shadowdane".
I don't own "Sonic: Generations", so I have no idea whether there is also blurring with "0x004010C1".
But you should probably do some comparison screenshots to make sure there is no blurriness ;)

MrBonk
2013-08-21, 21:03:12
Yes, please do a comparison.


Personally, in my experience 2x2 driver downsampling + in game FXAA does the job and has amazing IQ. But there is still some minor temporal aliasing here and there. (Mostly specular)

Generations 3200x1800+in game FXAA downsampled to 1600x900
http://i.minus.com/iIQOfxFocLaAI.png
http://i.minus.com/i1JwaK6FbcEqN.png
http://i.minus.com/ifSUr20f7PrJz.png
http://i.minus.com/iWnr4nHRZPHzh.png
http://i.minus.com/ibng6dXwJc18Dl.png
http://i.minus.com/iEXHdm83OYxuJ.png
http://i.minus.com/iTI4xxu5SJCwD.png
Also:
|||||||||||||||||||||||||||||||||

Got a couple.



Sonic Adventure DX - Dreamcast Collection version
______________________________________________________

General Information:

This game is locked internally to 640x480, at any resolution you display it at.
If you display at 1024x768, it is still 640x480 upscaled. In 720p it is centered in the middle of the screen.


The Caveat with this however is... AA can ONLY be forced if you have the game set to display at 640x480. None of the bits within the driver allow forcing AA on any primary texture smaller than the primary flip chain (Display resolution).


So if you can deal with the upscaling from 480p, you CAN force various kinds of AA that look decent. (Also depending on whether you have 480p scaled by your GPU or your TV/Monitor or some other kind of scaler. So if you had an XRBG3 or XRGB Framemeister (http://retrogaming.hazard-city.de/framemeister_back.jpg) or other kind of scaler, you could feed that unit the 480p feed from your PC to it to upscale (which is much much higher quality scaling than most TV or software scaling)

_______________________________________________________________

The Bits: 0x000000C1 - MSAA,SGSSAA,OGSSAA,OGSSAA Hybrid

This flag is REQUIRED for AA to work. The default 0x00000000 does not work.

________________________________________________________________

Pictures:


No AA: http://i.minus.com/iwdbb5BqlJ6i4.png http://i.minus.com/ifisB9ieXQKpV.png

16xS+4xSGSSAA: http://i.minus.com/ibbEaA2MJMFKFb.png http://i.minus.com/iof2iJr2iU3yY.png



|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||


Patritian IV
______________________

General Information:

This game was an interesting one to play with and figure out since the demo was in German.

There are some outlines around the screen even without forcing AA, so using SweetFX's border shader may come in handy for some!

with the default behavior of 0x00000000 you COULD force SGSSAA, but the quality isn't perfect and you get the feeling that it is just simply blurring the screen as there is some obvious aliasing that just gets ignored.

There is even no quality difference between 4 and 8x SGSSAA

After testing tons of different flag combinations, I came to the conclusion that all these flags produced simply the same results.

Until I ended up with the flag 0x08421243, with this basically the whole scene was getting processed the way it was supposed to. And there WAS a difference from 4x to 8x SGSSAA, performance wise AND quality wise. (Like it is supposed to be 8x was very demanding) However as you can see, that is a LOT of bits.

So I began the arduous task of removing and finding the exact bits and bit combinations necessary for it to work correctly.

That second digit 8 you may think doesn't belong there (Is bit for allowing AA on textures greater than or equal to primary flip. Typically is needed for 16:10 resolutions.), but I found that after removing that bit and testing again that the AA was back to the behavior of 0x00000000.


Many removals and testing later I discovered the set of bits that is absolutely necessary for AA to work correctly.
________________________________________

The Bit: 0x08400044 -MSAA,SGSSAA

*CAVEAT*, unfortunately forcing AA of any kind causes the map in the upper right to cut off half way down when viewing the current region. If you go back to the larger view map, it works fine. I don't know what causes this. But it seems like a minor issue, however I don't know much about the game so forewarning!
Edit-!!! I did find that the bit for disabling AA on the primary flip chain fixes the map issue, and negates some blur/UI Blur with SGSSAA

_____________________________


Pictures:

No AA: http://i.minus.com/ivOzYpY1hmIQY.png

0x08400040 8xSGSSAA -1.5 LOD: http://i.minus.com/igF8ufoVjXyDw.PNG
0x08400040 8xQ MSAA: http://i.minus.com/ilri8gOYROkQs.png
0x08400044 8xSGSSAA no Negative LOD http://i.minus.com/iEzVHo4z8MuPi.png

Gast
2013-08-21, 21:16:16
Sonic Generations - AA bits: 0x004010C5 - SGSSAA only

http://abload.de/thumb/sonicgenerations0x000kuu2p.png (http://abload.de/image.php?img=sonicgenerations0x000kuu2p.png) http://abload.de/thumb/sonicgenerations0x004dqug6.png (http://abload.de/image.php?img=sonicgenerations0x004dqug6.png)

MrBonk
2013-08-21, 21:32:07
Yes it works by the looks of it.

I still feel that 2x2+FXAA provides better IQ and there is less aliased edges.

But there is perfectly working SGSSAA without any blur for those who want to use it. Thanks for posting that


Does C1 instead of C5 produce blur? Mind taking a picture with that? I dont' have the game installed ATM

SLIKnight
2013-08-21, 21:43:38
The screenshot made by phoenix887 looks very blurry to me.
There is still a little bit of blurriness with "0x004010C5", but not much.
Seems like "0x004010C5" is the winner :)

MrBonk
2013-08-21, 21:44:37
There is some blur, but it's extremely minor (IMO), plus I think some of the blurring that is happening is just because it's blending with the ever present DOF in the game. That's just me though/

SLIKnight
2013-08-21, 21:50:14
I completely agree, it's nothing major.
The "0x004010C5" flag should definitively be added for SGSSAA in Sonic Generations ;)
I'm just very sensitive to these things, and generally dislike anything that blurs the image.
This includes FXAA, TXAA and excessive DoF filters.

phoenix887
2013-08-21, 22:39:54
Sonic Generations - AA bits: 0x004010C5 - SGSSAA only

http://abload.de/thumb/sonicgenerations0x000kuu2p.png (http://abload.de/image.php?img=sonicgenerations0x000kuu2p.png) http://abload.de/thumb/sonicgenerations0x004dqug6.png (http://abload.de/image.php?img=sonicgenerations0x004dqug6.png)

Nice work. It seems clearer without much blur for me too. I will try this bits at the weekend. Thanks to you in advance.

MrBonk
2013-08-22, 04:55:26
Sonic The Hedgehog 4 EP I
______________________________

General Information:
This game is another interesting one like Sonic Adventure DX DC.Ver.
The game renders internally at 1280x720 no matter what display resolution you are using and is thus upscaled.

This is a frustrating thing for people with high resolution monitors.

And to add to the problem, once more since the driver can't force AA on textures lower than the primary flip chain you can only force AA at 1280x720 as your display resolution.

Luckily, 4x4 OGSSAA makes the image pretty clear and doesn't take much performance and is much sharper IQ than without 4x4. (Of course this was just upscaling from 720p to 1600x900 on my monitor, so on larger monitors it still may not look exceptional)
____________________________

The Bit: - 0x000012C1 - works for MSAA,SGSSAA,OGSSAA,OGSSAA-Hybrid(+-SGSSAA) - just as in the OP
_______________________________________

Pictures
No AA: http://i.minus.com/imW5HPbTuQL4J.png
4xMSAA: http://i.minus.com/ibjLGLFLEEX0vH.png
4xSGSSAA: http://i.minus.com/ijTRftRBXe9sh.png
4x4 OGSSAA: http://i.minus.com/ibuC4yFcdxo5L5.png
C1 32xS+8xSGSSAA: http://i.minus.com/ilG05nhHbqnNu.png



|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||


Sonic The Hedgehog 4 EP II
______________________________

General Information: This game luckily renders at whatever display resolution you set. So no problems with forcing AA at any resolution
____________________________________________________________

The Bit: 0x000012C1 - works for SGSSAA,OGSSAA,OGSSAA-Hybrid(+-SGSSAA)
___________________

Pictures:

NoAA: http://i.minus.com/i9k2WU3sF8N4l.png
8xSGSSAA: http://i.minus.com/i6HTOz4VZX20e.png
4x4OGSSAA: http://i.minus.com/ibgeO8fDVrDa98.png
16xS+4xSGSSAA: http://i.minus.com/i0Ci8tcvC8F0a.png

MrBonk
2013-08-23, 03:54:11
Pinball FX2
____________________
General Information:
Finding a working bit for this game was relatively simple. Though with a few caveats.

1. The reflections options looks nice but, it's super low resolution. My guess is 1/4th or some form of 1/Nth resolution. I tried to find a way that would force some kind of Super Sampling on the reflection effect but to no avail.

So my recommendation is just to turn that off. I surprisingly REALLY enjoyed this game (A LOT). So I posted on the steam forum for the game asking the developers if they could add a way to change that effect and make it full resolution as an option in the game and that "Standard" setting for reflections could be the way it is now.

2. Most AA options I discovered pretty much got EVERYTHING. Except a few parts here an there, most noticeably there are some lighting effects that I am guessing are also lower resolution like the reflections. Which can cause some minor aliasing here and there, mostly when the lighting angle is changing on say the Red guide metal rods on the board in Sorcerer's Lair.

But even then, it's really subtle and a HUGE improvement over just MSAA that the game offers by itself.

3. You CAN enhance the in-game MSAA with SGSSAA. But the quality isn't terribly good (As per curiously usual. It'd be nice if Enhancing provided ideal results)
_________________________________

The Bit: 0x000020C1 - works for MSAA,SGSSAA,OGSSAA and OGSSAA-Hybrid(+-SGSSAA)

_______________________

The Pictures:

No AA: http://i.minus.com/icaeIDOajF3tN.png
In game 4xMSAA: http://i.minus.com/i7SPmNliqRwY0.png
20C1 forced 8xMSAA: http://i.minus.com/ihNolPqeFJULM.png (In game MSAA seems to behave slightly different and somewhat better in some spots by comparison perhaps?)
8xSGSSAA with Reflections: http://i.minus.com/ib1oB4lcTBduRA.png
8xSGSSAA without Reflections: http://i.minus.com/ibrsWaPVqnDUwD.png
4x4 OGSSAA: http://i.minus.com/imfhWZtFV9HDb.png
32xS+8xSGSSAA: http://i.minus.com/ihH9Qv9KrWopm.png
3200x1800 + 8xSGSSAA: http://i.minus.com/ibLewT0yMhvkI.png
3200x1800 + 8xSGSSAA downsampled to 1600x900 (Basically the equivalent of 32xS+8xSGSSAA. Has worse performance than that and IQ is basically the same with no difference in reduction of aliasing): http://i.minus.com/ibz6JB7KuAHXXs.png


Miscellaneous 8xSGSSAA shots (A few of them showing some spots in time where the camera was moving where some things aren't completely AA'd but don't really shimmer or anything like. It looks FABULOUS for the most part in motion. 99%!)

http://i.minus.com/ib2jIa7F4g2NGq.png
http://i.minus.com/iwHjhRoIciG1A.png
http://i.minus.com/iJFW4zlTtgi35.png


Note I didn't have any Negative lod or auto lod enabled. So the slight slight blur with SGSSAA will probably be less if you use either of those!

SLIKnight
2013-08-23, 17:48:04
Anything useful for SGSSAA in the DX9 version of "Splinter Cell: Blacklist"?
Haven't bought the game yet, since many users complain about crashes and all sorts of problems.

MrBonk
2013-08-23, 19:30:30
I'm sure if the game has a DX9 mode, you can force SGSSAA no problem. (Especially considering apparently the game has builtin SGSSAA/RGSSAA in DX11)

RMA
2013-08-23, 19:44:52
Day 1 Patch was sized 1.7 GB, that pretty much sums it up for me. Nothing wrong with waiting a few weeks until at least the major issues have been dealt with. Although it is tempting it being one of the few titles out there that truly make use of state of the art PC hardware. Regarding SGSSAA the usual suspects 0x080000C1 / 0x000000C1 might work since the game is based on a heavily modified Unreal Engine.

aufkrawall
2013-08-23, 20:16:50
Für Splinter Cell: Blacklist scheint 0x000010C1 für SGSSAA zu gehen:
http://abload.de/thumb/blacklist_game2013-08f2s01.png (http://abload.de/image.php?img=blacklist_game2013-08f2s01.png) http://abload.de/thumb/blacklist_game2013-08a5sbq.png (http://abload.de/image.php?img=blacklist_game2013-08a5sbq.png)
Man sollte allerdings statt SSAO+ eine niedrigere AO-Einstellung nutzen, sonst ist der Performance-Hit arg.

Allerdings sind mit AA die Lens Flare Effekte etwas zu hell.

SLIKnight
2013-08-23, 20:55:28
Nice job, aufkrawall. :)
I read that the game uses tessellation in DX11, but are there any major graphical downsides to running in DX9 with SGSSAA?

aufkrawall
2013-08-23, 21:03:28
Yes, shadow details can't bet set to highest option and there's just SSAO available, not HBAO.
But the overall image impression seemed much butter to my eyes with proper SGSSAA at a brief look.
I hate aliasing. :D