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Gast
2013-09-29, 16:53:39
SLIKnight, shouldn´t the aa-mode in the NVInspector be set to "enhance"?

Gast
2013-09-29, 19:30:33
nope

SLIKnight
2013-09-29, 20:04:12
This makes no difference in my experience.

SLIKnight
2013-09-29, 20:25:08
Please disregard this post.

MrBonk
2013-09-30, 06:59:06
Anyone think it's possible to get proper SGSSAA in the first two Dead Space games without issues or shadow issues?

I thought about testing,(Albeit by memory at this moment) but I guess many people probably already did way back when

RMA
2013-09-30, 09:27:58
Made it through Dead Space 1 once again utilizing 8xSGSSAA a few weeks ago, no problems at all @ max settings. Can't tell if the shadow issue still persists with Dead Space 2 though.

Gast
2013-09-30, 11:43:32
aa fix greatly improves smoothing in dead space 1-3. no change regarding the shadow issues in ds2 and 3, however.

SLIKnight
2013-09-30, 14:40:26
Anyone think it's possible to get proper SGSSAA in the first two Dead Space games without issues or shadow issues?

I thought about testing,(Albeit by memory at this moment) but I guess many people probably already did way back when

Dead Space 1 never suffered from any shadow problems with forced SGSSAA using "0x004010C0".
I can however also confirm, that Dead Space 2 still has disappearing shadows with forced SGSSAA if the shadow quality is set higher than "Normal".
This is most likely not something that can be fixed by simply changing the AA flag, but a consequence of the deferred shadow system the DS games are using.

4Fighting
2013-09-30, 14:46:07
Dead Space 1 never suffered from any shadow problems with forced SGSSAA using "0x004010C0".
I can however also confirm, that Dead Space 2 still has disappearing shadows with forced SGSSAA if the shadow quality is set higher than "Normal".
This is most likely not something that can be fixed by simply changing the AA flag, but a consequence of the deferred shadow system the DS games are using.

I guess using the TF2 fix did not help, right ?

SLIKnight
2013-09-30, 14:49:40
Nope

SLIKnight
2013-09-30, 15:21:29
aufkrawall, I noticed that the link in the first post of the DX11 petition is no longer pointing directly to your "summary post".
It should look like this instead:


Here is a summary of all the good arguments that came up in this petition:
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/post/3951791/#3951791



It might also be a good idea including these posts directly in your arguments: #233 (https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/post/3901292/#3901292), #234 (https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/post/3901295/#3901295)

MrBonk
2013-10-01, 08:55:02
Dead Space 1 never suffered from any shadow problems with forced SGSSAA using "0x004010C0".
I can however also confirm, that Dead Space 2 still has disappearing shadows with forced SGSSAA if the shadow quality is set higher than "Normal".
This is most likely not something that can be fixed by simply changing the AA flag, but a consequence of the deferred shadow system the DS games are using.


What about DS3? I thought perfect SGSSAA was possible with that?

Also: To anyone who will ever play Bioshock with SGSSAA , do NOT use any kind of Negative LOD or Auto LOD. It causes massive moire and other aliasing. Sharpening is probably the better route.

Here's a comparison. There are some pretty large changes. This is 10C1 with 8xSGSSAA, now those areas that changed a lot. Those all flicker/shimmer in motion with Auto Lod
and it just counteracts SGSSAA. 8xSGSSAA doesn't get absolutely everything with 10C1 as it is. And downsampling with SGSSAA doesn't really help at all.

http://screenshotcomparison.com/comparison/42990


And on second checking downsampling DOES help, but it needs to be a resolution that is a multiple of your display resolution or else it doesn't work well. (IE 1.2x, 1.5x etc)
But if you go about 1.5x or more, you need to force Positive LOD in the driver otherwise it creates the same issue as Auto LOD at native resolution.

Between 0.5 and 1.5 depending on the resolution does the trick.


As well I found a higher quality SGSSAA flag for Bioshock too. But it's demanding and has slight blur(that can be corrected with minor sharpening). If you have the performance it may be well worth it for you.


10C1 4xSGSSAA http://i.minus.com/iWgI7YROi3O4h.png
32C1 4xSGSSAA http://i.minus.com/ibtRQ4Mtq4QkoH.png
32C1 8xSGSSAA http://i.minus.com/ibzq1M5Ch7H6Gr.png



___________________________
Also i'm still having problems with SGSSAA and Bionic Commando. I don't know what's up. :(

If I uninstall it and reinstall it, AA works perfect the first time. But if I stop playing and then start it up again it gives me the incorrect stuff from my screenshots. I don't know what's up :(

SLIKnight
2013-10-01, 16:29:45
What about DS3? I thought perfect SGSSAA was possible with that?


No idea, I don't own DS3, but "0x004000C1" should work for SGSSAA if you reduce the shadow quality: #3840 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9646961&postcount=3840)


Also: To anyone who will ever play Bioshock with SGSSAA , do NOT use any kind of Negative LOD or Auto LOD. It causes massive moire and other aliasing. Sharpening is probably the better route.


Never experienced this with "10C1" and negative LOD in BioShock.
Looked pretty nice last time I checked.


10C1 4xSGSSAA http://i.minus.com/iWgI7YROi3O4h.png
32C1 4xSGSSAA http://i.minus.com/ibtRQ4Mtq4QkoH.png
32C1 8xSGSSAA http://i.minus.com/ibzq1M5Ch7H6Gr.png


"32C1" looks no better than "10C1" IMO, just much more blurry.
This flag is typically more suitable for MSAA+TrSSAA modes in for example Chrome Engine 4 & 5 games.
Also please don't cap your frame rate at 30 FPS when taking comparison screenshots, it is very misleading.

MrBonk
2013-10-02, 00:03:05
Just look at the GPU usage and it's obvious to anyone really and actually YES it does look better than 10C1, especially in motion.

It AA's things that 10C1 completely misses. (Such as glowing objects like the handle in the pod there. Some specular aliasing as I show in my screenshots among other things)

Zoomed comparison

200% Nearest Neighbor
10C1 http://i.minus.com/izDLXUwtuQS6O.png http://i.minus.com/ibwAJSXHelNOd5.png
32C1 http://i.minus.com/iAY1ieZIgblC2.png http://i.minus.com/ib0qzSONLbswsu.png


You may not have noticed the extra shimmering and moire with LOD changes because you may not have been aware of it, but it's there and things are less temporally stable with Auto LOD. And especially when downsampling with SGSSAA without a positive LOD. I was testing vigorously and I couldn't figure out why SGSSAA was looking so poor and missing so many things. Especially with downsampling. So then I tried Auto LOD off on a whim and low and behold things were so much better looking. And then I had the idea of positive LOD for downsampling+SGSSAA and it turned out to be correct too. Because downsampling with no LOD changes or Auto LOD just causes more aliasing with SGSSAA and downsampling. Probably because maybe the game auto calculates LOD depending on resolution.

Maybe it doesn't look better to you, but it looks unequivocally better in every way to me. Just needs minor sweetFX sharpening
I wouldn't make these things up right?


I'd make a video demonstrating it. But unfortunately I uninstalled the game last night.

But if you must see one, I will reinstall it and do so to prove it.







_________________________________________________________


Also: Chrome and Chrome Specforce are DX8 games, but you can force SGSSAA/OGSSAA Hybrid (+- SGSSAA) in both games via inspector. But you need to add "ChromeSingle.exe" to the inspector profile for it.
.

Ronin2k
2013-10-02, 07:26:37
Schon AA Bits für Flashback bekannt? =)

MrBonk
2013-10-02, 08:12:03
Edit: DLing demo on Uplay now. Will test

MrBonk
2013-10-02, 10:30:27
Flashback feels like it has some kind of always permanently on FXAA and then when you force SGSSAA it gets applied on the image after FXAA does. Using 8xSGSSA some thing is still pretty off.

With no AA you can tell that the raw edges don't look pixellated enough and look like they've just been blurred out


No AA http://i1.minus.com/i6bHrQ6wv85tA.png
0x084012C3 8xSGSSAA (with 30FPS cap, sorry. But GPU usage is ~93+ percent so without the cap i'd probably be getting between 30 and 40 by default game has 120FPS cap) http://i1.minus.com/ibftFUaRb17OmI.png

Downsampling doesn't seem possible either . Game wont' let me use any resolution above 1920x1080


I feel the need to buy the game and find out whether the final retail version is any different than the demo and if there is more to tweak ...(And if the cutscenes are all horrible 720p compressed FMVs too..)



Cities in Motion is OpenGL, which means we can't force AA really. Enhancing doesn't seem to work.


Downsampling works and looks very good. But the UI scales with resolution, making it unplayable.
http://i1.minus.com/ibdefhP4fcsbY7.png
http://i1.minus.com/ibaLH0txwoKcoP.png

Darn. If only someone could make a mod for the game that lets you choose the scale of the UI

SLIKnight
2013-10-02, 13:18:17
It AA's things that 10C1 completely misses. (Such as glowing objects like the handle in the pod there. Some specular aliasing as I show in my screenshots among other things)

Maybe it doesn't look better to you, but it looks unequivocally better in every way to me. Just needs minor sweetFX sharpening
I wouldn't make these things up right?



All right, you may be technically correct.
But "32C1" is so blurry, it doesn't really matter.

The whole purpose of this AA thread is to find SGSSAA bits, that DOESN'T cause blurriness, or that atleast minimizes it.
Using just a little sweetFX sharpening can completely ruin IQ in my opinion, whether you are using SGSSAA, FXAA or whatever.

Adding AA bits to the list, that require post sharpening to avoid serious blurriness is a bad idea, and I would rather live with a bit of shimmering with "10C1" in BioShock, than the problems sweetFX sharpening tend to introduce.
Did you try just "0x000012C1" or "0x000030C1" in BioShock?
Maybe one of those is enough to fix the problem without causing too much blurring?

Radeonfreak
2013-10-02, 13:30:03
Hallo Freunde,

ich spiele gerade (aus dem Humble Bundle) Medal of Honor 2010 und hatte
(Meist durch Google) mit dem Inspector es so hinbekommen das ich Supersampling hatte).

Seit dem Wechsel auf 331.40 funktioniert das aber scheinbar nicht mehr.

Hat jemand ne Idee oder könnte das mal testen und mir einen Screenshot mit den Einstellungen machen so das ich weiß was ich einstellen muss?

Das Geflimmere geht garnicht.

Schon mal vorab vielen Dank.

SLIKnight
2013-10-02, 13:40:11
Hallo Freunde,

ich spiele gerade (aus dem Humble Bundle) Medal of Honor 2010 und hatte
(Meist durch Google) mit dem Inspector es so hinbekommen das ich Supersampling hatte).

Seit dem Wechsel auf 331.40 funktioniert das aber scheinbar nicht mehr.

Hat jemand ne Idee oder könnte das mal testen und mir einen Screenshot mit den Einstellungen machen so das ich weiß was ich einstellen muss?

Das Geflimmere geht garnicht.

Schon mal vorab vielen Dank.

The multiplayer part of MoH (2010) is running on Frostbite 1.5, just like Bad Company 2.
No reason to think "0x004012C1" shouldn't also work for SGSSAA in MoH: #878 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8685869&postcount=878)

The singleplayer is UE3, and is already in the AA list: #550 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8587279&postcount=550)
If "0x000010C1" isn't enough with the 331.40 driver, then you could try "0x000012C1" in SP.

Please report back, if the Bad Company 2 flag "0x004012C1" works for SGSSAA in Medal of Honor (2010) multiplayer.
Then we can add it to the SSAA list ;)

Radeonfreak
2013-10-02, 14:22:11
I`ve tried everything. Nothing works. :(

aufkrawall
2013-10-02, 15:29:27
Behavior Flag auf none gestellt?
Poste mal nen Screenshot von den Inspector-Settings. Das Spiel läuft auch ganz sicher mit DX9?

Radeonfreak
2013-10-02, 17:58:05
http://img.techpowerup.org/131002/nvidia_20131002_175546.png

:confused:

mit 0x000010C1 geht's auch nicht.

aufkrawall
2013-10-02, 18:05:40
Kein Wunder, wenn Mode auf app controlled steht. :cool:

BR4DDERS
2013-10-02, 18:19:21
http://img.techpowerup.org/131002/nvidia_20131002_175546.png

:confused:

mit 0x000010C1 geht's auch nicht.

http://i.imgur.com/egHYdDps.jpg (http://i.imgur.com/egHYdDp.jpg)

You have to set "Antialiasing - Mode" to "Override any applications setting" to force AA.

Blaire
2013-10-02, 18:33:04
Kein Wunder, wenn Mode auf app controlled steht. :cool:

Passiert mir auch manchmal noch, das mans vergisst zu deaktivieren. :)

Radeonfreak
2013-10-02, 18:41:36
Aahh...jetzt gehts. Ich Schussel. Danke Jungs. :)

Ich mach das nicht so häufig :usad:

aufkrawall
2013-10-02, 19:04:56
Passiert mir auch manchmal noch, das mans vergisst zu deaktivieren. :)
Mir auch. ;)
So dumme Sachen wie Vsync force off statt on...

MrBonk
2013-10-03, 00:14:16
All right, you may be technically correct.
But "32C1" is so blurry, it doesn't really matter.

The whole purpose of this AA thread is to find SGSSAA bits, that DOESN'T cause blurriness, or that atleast minimizes it.
Using just a little sweetFX sharpening can completely ruin IQ in my opinion, whether you are using SGSSAA, FXAA or whatever.

Adding AA bits to the list, that require post sharpening to avoid serious blurriness is a bad idea, and I would rather live with a bit of shimmering with "10C1" in BioShock, than the problems sweetFX sharpening tend to introduce.
Did you try just "0x000012C1" or "0x000030C1" in BioShock?
Maybe one of those is enough to fix the problem without causing too much blurring?

Like I said, the blur can easily be corrected with minor sharpening(And I mean MINOR. It won't take much to get it back to the same level of sharpness. I'm not talking the usual levels of sharpening that people do that completely ruin IQ ). It's worth the cost IMO. But to each his own right?

I used 32C1 because the 3 combines the bit for MRT , one other and forcing Shader Super sampling (Which is what is causing the blur but is also what is AAing the rest of the stuff that 10C1 isn't).



I understand your point though, blurring can be annoying for sure.

And listing it needing sharpening. I can understand that point too.


the flag is always there though if anyone wants to try it on there own.

So it's fine either way!

MrBonk
2013-10-03, 04:47:34
Dark Void

0x000000C1 - SGSSAA

C1 8xSGSSAA http://i.minus.com/ibmAxLHsDSfMCY.png
Vs 0x00000045 (Driver default) 8xSGSSAA http://i.minus.com/ibxwx3dnONnY1n.png

(No Auto LOD on either shot.)

Gast
2013-10-04, 09:50:40
Hallo an alle. Für Duke Nukem Forever sind keine Bits bekannt?

MrBonk
2013-10-04, 11:41:02
4030C0 for MSAA in dead space doesn't work correctly.

Has the same glitch as forcing Shader SS does in RE6

http://i4.minus.com/iblLmnJYVXht1n.png

SLIKnight
2013-10-04, 16:11:03
4030C0 for MSAA in dead space doesn't work correctly.

Has the same glitch as forcing Shader SS does in RE6

http://i4.minus.com/iblLmnJYVXht1n.png

Strange, I remember trying 16xCSAA+4xTrSSAA+AO a couple years ago with my old 480 GTX's.
Never saw anything like this.
Must be something NVIDIA changed in the AA bits in one of the newer drivers.

Doesn't really matter IMO, since "0x004010C0" works so well for SGSSAA in DS 1 & 2 ;)
But maybe the MSAA flag for these games should be revised or removed from the AA list?

Blaire
2013-10-04, 18:01:51
4030C0 for MSAA in dead space doesn't work correctly.

Has the same glitch as forcing Shader SS does in RE6

http://i4.minus.com/iblLmnJYVXht1n.png

Try this:
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9832237&postcount=4457

I would recommend these:
0x004010C0 - SGSSAA
0x00401045 - MSAA only

MSAA-Method also works with SGSSAA unfortunately often with white Edges and also Anti-Aliasing Quality in general is very poor.

Blade II
2013-10-04, 20:37:52
I'm currently trying to get proper AA in XCOM: Enemy Unknown (free2play during this weekend on steam)

The game mainly uses a heavy Depth of Field in combination with FXAA while it doesn't support MSAA like almost every UE3 game. SGSSAA/OGSSAA works but doesn't smooth the blue border of highlighted objects. A combination of SGSSAA and SMAA fixes this issue.

In order to get rid of the DOF you need to manually disable it in the config files. [Open "C:\Users\<<USER>>\Documents\My Games\XCOM - Enemy Unknown\XComGame\Config\XComEngine.ini", find DepthOfField=True and set it to false.] (Disabling FXAA isn't possible but it doesn't work very well anyway). Side effects: The game becomes ALOT sharper but you get heavy graphical glitches in some situations. Keeping DOF (and FXAA) in combination with Downsampling on looks quite good, still the heavy blur remains. Luckily, the UI scales wonderful to the different resolutions and the fonts remain readable.

SSAA seems to work by using the "0x08000041" flag, below are a few comparisons. (C1-flag increases the graphical glitches)

InGame FXAA + DOF|SGSSAA|SGSSAA + SMAA|SMAA + 1.5x DS|NV Inspector
http://abload.de/thumb/ingame-fxaadofgoyu7.png (http://abload.de/image.php?img=ingame-fxaadofgoyu7.png)|http://abload.de/thumb/sgssaaxsldb.png (http://abload.de/image.php?img=sgssaaxsldb.png)|http://abload.de/thumb/sgssaasmaa5azi0.png (http://abload.de/image.php?img=sgssaasmaa5azi0.png)|http://abload.de/thumb/smaadsxva5r.png (http://abload.de/image.php?img=smaadsxva5r.png)|http://abload.de/thumb/nv-inspector4flo8.png (http://abload.de/image.php?img=nv-inspector4flo8.png)

Source: Steam Community: Here are some Graphic .INI Tweaks (http://steamcommunity.com/app/200510/discussions/0/864948856894271995/)

MrBonk
2013-10-05, 03:29:46
Strange, I remember trying 16xCSAA+4xTrSSAA+AO a couple years ago with my old 480 GTX's.
Never saw anything like this.
Must be something NVIDIA changed in the AA bits in one of the newer drivers.

Doesn't really matter IMO, since "0x004010C0" works so well for SGSSAA in DS 1 & 2 ;)
But maybe the MSAA flag for these games should be revised or removed from the AA list?
This is definitely a possibility.

SGSSAA does work well. But 4xSGSSAA at 1600x900 doesn't seem to work super well. Downsampling 2x2 with FXAA looks good but has some slight shimmering issues that could be cleared up with MSAA. (Which was why I was trying to force MSAA, so I could MSAA at 1800p+FXAA and downsample it.)


SGSSAA and downsampling though seems to work very well.

So with SGSSAA confirmed working I just settled on 3k resolution'ish with 4xSGSSAA. And I will play the game when I get a new TV and upgrade my GPU to something that can handle it at that Resolution



Also:


Dead Rising 2, 0x00000040 isn't the best quality. 0x080012C3 does better and AA's shadow maps. But it creates a problem with the DOF (where it ends up looking like this http://i1.minus.com/iLc7U9zwkNFMY.png ;this is with 4x4 OGSSAA;)and the blur option in the game.

With the DOF in cutscenes it creates a similar pixellated/super low resolution issue where the DOF shimmers and flickers and is pixellated looking.

0x08001243 is slightly better quality for SGSSAA and doesn't have the DOF issue. But it doesn't AA shadow maps(which look very nice when AA'd). Tradeoffs I guess.


I didn't manage to take specific screens before I uninstalled it. But it is almost 100% the same quality as 0x08012C3 minus the DOF issue and AA'd shadow maps.


no AA http://i7.minus.com/iBsszxwzBAENi.png
0x00000040 8xSGSSAA http://i4.minus.com/ibmhGMN2N00aGS.png
0x080012C3 8xSGSSAA http://i6.minus.com/iyIJXg2paQ9Ux.png (08001243 looks the same minus the Shadow maps in this specific screenshot)

Skinner.
2013-10-05, 15:55:47
Guys, where is 0x000x858F7 (teamfortress2) in the new 331.40? I cann't find it anymore and we still need it for Techland engines and Resident Evil6 for SGSSAA?

aufkrawall
2013-10-05, 16:05:51
You can set it up with "Antialiasing fix" in the upper compatibility section of the latest Inspector version.

Skinner.
2013-10-05, 16:35:14
You can set it up with "Antialiasing fix" in the upper compatibility section of the latest Inspector version.

Thanks! :)

SLIKnight
2013-10-06, 00:21:44
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
S.T.A.L.K.E.R. SLI bits information
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

With the 337.50 BETA driver, SLI bit #30 is needed to fix DX9 SLI scaling in S.T.A.L.K.E.R.: Shadow of Chernobyl, Clear Sky & Call of Pripyat.
Additionally bit #28 is also needed to reduce stuttering and hitching, when turning and moving around the game worlds.
The final SLI profile then becomes "0x54400005", and I believe the screenshot comparison below illustrates the problem well:

0x04400005|0x54400005|NVIDIA Inspector
http://abload.de/thumb/xr_3da_0x044000050nie9.png (http://abload.de/image.php?img=xr_3da_0x044000050nie9.png)|http://abload.de/thumb/xr_3da_0x5440000577c1e.png (http://abload.de/image.php?img=xr_3da_0x5440000577c1e.png)|http://abload.de/thumb/ssoc_inspectorzsfiy.png (http://abload.de/image.php?img=ssoc_inspectorzsfiy.png)


-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
SGSSAA and modding
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Beautiful SGSSAA can be forced in Shadow of Chernobyl and the DX9 modes of Clear Sky and Call of Pripyat using the "0x0000D0C1" AA flag.
Here is a series of screenshots with 4xSGSSAA forced at 1920x1200 in Clear Sky DX9 (Enhanced Full Dynamic Lighting), along with my NVIDIA Inspector settings:

http://abload.de/thumb/xrengine_2013_10_06_0b5l4q.png (http://abload.de/image.php?img=xrengine_2013_10_06_0b5l4q.png) http://abload.de/thumb/xrengine_2013_10_06_0kkyy6.png (http://abload.de/image.php?img=xrengine_2013_10_06_0kkyy6.png) http://abload.de/thumb/xrengine_2013_10_06_0fzl15.png (http://abload.de/image.php?img=xrengine_2013_10_06_0fzl15.png) http://abload.de/thumb/xrengine_2013_10_06_0m7lwi.png (http://abload.de/image.php?img=xrengine_2013_10_06_0m7lwi.png) http://abload.de/thumb/xrengine_2013_10_06_0gpyg4.png (http://abload.de/image.php?img=xrengine_2013_10_06_0gpyg4.png) http://abload.de/thumb/xrengine_2013_10_06_0rganc.png (http://abload.de/image.php?img=xrengine_2013_10_06_0rganc.png) http://abload.de/thumb/scs_inspector8hco2.png (http://abload.de/image.php?img=scs_inspector8hco2.png)

I'm running the Clear Sky Complete mod (v1.1.2) (http://www.moddb.com/mods/clear-sky-complete/downloads/clear-sky-complete1), combined with the "normal" version of Blueshade's god rays mod (http://stalker.filefront.com/file/;97191) and a "user.ltx" file tweaked for the absolute best possible IQ.
To improve shadow quality, I have also added " -smap4096 -sjitter" (without quotes) to the target box of the launch icons in all three STALKER games.
In my opinion Clear Sky is by far the best looking of the three STALKER games, but also the most demanding.
"Shadow of Chernobyl" and "Call of Pripyat", with their respective "Complete" mods, are not nearly as demanding with SGSSAA forced.
In SoC and CoP I use 8xSGSSAA at 1920x1200, and get almost the same FPS as with 4xSGSSAA in Clear Sky:

http://abload.de/thumb/xr_3da_2013_10_06_12_zipj2.png (http://abload.de/image.php?img=xr_3da_2013_10_06_12_zipj2.png) http://abload.de/thumb/xr_3da_2013_10_06_12_7aqbk.png (http://abload.de/image.php?img=xr_3da_2013_10_06_12_7aqbk.png) http://abload.de/thumb/xr_3da_2013_10_06_12_osraw.png (http://abload.de/image.php?img=xr_3da_2013_10_06_12_osraw.png) http://abload.de/thumb/xr_3da_2013_10_06_12_45qnb.png (http://abload.de/image.php?img=xr_3da_2013_10_06_12_45qnb.png) http://abload.de/thumb/xr_3da_2013_10_06_12_6fqf5.png (http://abload.de/image.php?img=xr_3da_2013_10_06_12_6fqf5.png)

FYI, when using forced SGSSAA with the STALKER Complete 2009 mod (v1.4.4) (http://www.moddb.com/mods/stalker-complete-2009), it is important to disable the "improved" motion blur and depth of field features.
This is done by opening "gamedata\shaders\r2\SkyGRAPHICS_options.cfg" and putting two forward slashes in front of #define IMPROVED_MBLUR and #define DEPTH_OF_FIELD.
For reference purposes, I will include my full "user.ltx" files for S.T.A.L.K.E.R.: SoC, CS & CoP:


_preset Extreme
ai_use_torch_dynamic_lights on
bemsg 1
unbindall
bind left kLEFT
bind right kRIGHT
bind up kUP
bind down kDOWN
bind jump kSPACE
bind crouch kLCONTROL
bind accel kZ
bind sprint_toggle kLSHIFT
bind forward kW
bind back kS
bind lstrafe kA
bind rstrafe kD
bind llookout kQ
bind rlookout kE
bind cam_1 kF1
bind cam_2 kF2
bind cam_3 kF3
bind cam_zoom_in kADD
bind cam_zoom_out kSUBTRACT
bind torch kL
bind night_vision kN
bind wpn_1 k1
bind wpn_2 k2
bind wpn_3 k3
bind wpn_4 k4
bind wpn_5 k5
bind wpn_6 k6
bind artefact k7
bind wpn_next kY
bind wpn_fire mouse1
bind wpn_zoom mouse2
bind wpn_reload kR
bind wpn_func kV
bind wpn_firemode_prev k9
bind wpn_firemode_next k0
bind pause kPAUSE
bind drop kG
bind use kF
bind scores kTAB
bind chat kCOMMA
bind chat_team kPERIOD
bind screenshot kF12
bind quit kESCAPE
bind console kGRAVE
bind inventory kI
bind buy_menu kB
bind skin_menu kO
bind team_menu kU
bind active_jobs kP
bind map kM
bind contacts kH
bind vote_begin kF5
bind vote kF6
bind vote_yes kF7
bind vote_no kF8
bind speech_menu_0 kC
bind use_bandage kK
bind use_medkit kC
bind quick_save kF6
bind quick_load kF7
cam_inert 0.
cam_slide_inert 0.25
cl_cod_pickup_mode 1
cl_dynamiccrosshair on
g_always_run on
g_autopickup off
g_backrun off
g_corpsenum 10
g_eventdelay 0
g_game_difficulty gd_stalker
hud_crosshair on
hud_crosshair_dist off
hud_info on
hud_weapon on
load_last_save mutants
mm_mm_net_srv_dedicated off
mm_net_con_publicserver off
mm_net_con_spectator 20
mm_net_con_spectator_on off
mm_net_filter_battleye on
mm_net_filter_empty off
mm_net_filter_full on
mm_net_filter_listen on
mm_net_filter_pass off
mm_net_filter_wo_ff on
mm_net_filter_wo_pass on
mm_net_srv_gamemode st_deathmatch
mm_net_srv_maxplayers 32
mm_net_srv_name default
mm_net_srv_reinforcement_type 0
mm_net_use_battleye off
mm_net_weather_rateofchange 1.
mouse_invert off
mouse_sens 0.12
net_cl_icurvesize 0
net_cl_icurvetype 0
net_cl_interpolation 0.
net_cl_log_data off
net_compressor_enabled 0
net_compressor_gather_stats 0
net_dbg_dump_export_obj 0
net_dbg_dump_import_obj 0
net_dbg_dump_update_read 0
net_dbg_dump_update_write 0
net_dedicated_sleep 5
net_sv_gpmode 0
net_sv_log_data off
net_sv_pending_lim 2
net_sv_update_rate 30
ph_frequency 100.00000
ph_iterations 38
r1_dlights on
r1_dlights_clip 150.
r1_glows_per_frame 32
r1_lmodel_lerp 0.1
r1_pps_u 0.
r1_pps_v 0.
r1_ssa_lod_a 64.
r1_ssa_lod_b 48.
r1_tf_mipbias 0.
r2_aa off
r2_aa_break 0.800000,0.100000,0.000000
r2_aa_kernel 0.5
r2_aa_weight 0.250000,0.250000,0.000000
r2_allow_r1_lights off
r2_gi off
r2_gi_clip 0.001
r2_gi_depth 1
r2_gi_photons 16
r2_gi_refl 0.9
r2_gloss_factor 3.
r2_ls_bloom_fast off
r2_ls_bloom_kernel_b 0.7
r2_ls_bloom_kernel_g 3.
r2_ls_bloom_kernel_scale 0.7
r2_ls_bloom_speed 100.
r2_ls_bloom_threshold 0.1
r2_ls_depth_bias -0.0003
r2_ls_depth_scale 1.00001
r2_ls_dsm_kernel 0.7
r2_ls_psm_kernel 0.7
r2_ls_squality 1.
r2_ls_ssm_kernel 0.7
r2_mblur 0.
r2_parallax_h 0.02
r2_slight_fade 2.
r2_ssa_lod_a 96.
r2_ssa_lod_b 64.
r2_sun on
r2_sun_depth_far_bias -0.00002
r2_sun_depth_far_scale 1.
r2_sun_depth_near_bias 0.00001
r2_sun_depth_near_scale 1.
r2_sun_details off
r2_sun_focus on
r2_sun_lumscale 1.
r2_sun_lumscale_amb 1.5
r2_sun_lumscale_hemi 0.9
r2_sun_near 16.
r2_sun_near_border 1.
r2_sun_tsm on
r2_sun_tsm_bias -0.01
r2_sun_tsm_proj 0.3
r2_tf_mipbias -0.5
r2_tonemap on
r2_tonemap_adaptation 3.5
r2_tonemap_amount 0.3
r2_tonemap_lowlum 0.001
r2_tonemap_middlegray 1.5
r2_wait_sleep 0
r2_zfill off
r2_zfill_depth 0.1
r2em 2.2
r__detail_density 0.2
r__geometry_lod 1.2
r__supersample 1
r__tf_aniso 16
renderer renderer_r2
rs_c_brightness 1.1
rs_c_contrast 1.3
rs_c_gamma 1.
rs_fullscreen on
rs_refresh_60hz on
rs_stats off
rs_v_sync off
rs_vis_distance 1.5
snd_acceleration on
snd_cache_size 32
snd_efx on
snd_targets 32
snd_volume_eff 1.
snd_volume_music 0.8
sv_anomalies_enabled 0
sv_anomalies_length 3
sv_artefact_respawn_delta 30
sv_artefact_spawn_force 0
sv_artefact_stay_time 3
sv_artefacts_count 10
sv_auto_team_balance 0
sv_auto_team_swap 0
sv_bearercantsprint 1
sv_client_reconnect_time 0
sv_console_update_rate 1
sv_dedicated_server_update_rate 100
sv_dmgblockindicator 0
sv_dmgblocktime 0
sv_dump_online_statistics_period 0
sv_forcerespawn 0
sv_fraglimit 10
sv_friendly_indicators 0
sv_friendly_names 0
sv_friendlyfire 1.
sv_hail_to_winner_time 7
sv_max_ping_limit 2000
sv_pda_hunt 0
sv_reinforcement_time 20
sv_remove_corpse 1
sv_remove_weapon 1
sv_returnplayers 1
sv_rpoint_freeze_time 0
sv_shieldedbases 1
sv_spectr_firsteye 0
sv_spectr_freefly 0
sv_spectr_freelook 0
sv_spectr_lookat 0
sv_spectr_teamcamera 0
sv_statistic_collect 0
sv_teamkill_limit 3
sv_teamkill_punish 1
sv_timelimit 0
sv_vote_enabled 0
sv_vote_participants 0
sv_vote_quota 0.51
sv_vote_time 1.
sv_warm_up 0
texture_lod 0
vid_mode 1920x1200


_preset Extreme
ai_use_torch_dynamic_lights on
bemsg 1
unbindall
bind left kLEFT
bind right kRIGHT
bind up kUP
bind down kDOWN
bind jump kSPACE
bind crouch kLCONTROL
bind accel kZ
bind sprint_toggle kLSHIFT
bind forward kW
bind back kS
bind lstrafe kA
bind rstrafe kD
bind llookout kQ
bind rlookout kE
bind cam_zoom_in kADD
bind cam_zoom_out kSUBTRACT
bind torch kL
bind night_vision kN
bind show_detector kO
bind wpn_1 k1
bind wpn_2 k2
bind wpn_3 k3
bind wpn_4 k4
bind wpn_5 k5
bind wpn_6 k6
bind artefact k7
bind wpn_next kY
bind wpn_fire mouse1
bind wpn_zoom mouse2
bind wpn_reload kR
bind wpn_func kV
bind wpn_firemode_prev k9
bind wpn_firemode_next k0
bind pause kPAUSE
bind drop kG
bind use kF
bind scores kTAB
bind chat kCOMMA
bind chat_team kPERIOD
bind screenshot kF12
bind quit kESCAPE
bind console kGRAVE
bind inventory kI
bind buy_menu kB
bind skin_menu kO
bind team_menu kU
bind active_jobs kP
bind map kM
bind contacts kH
bind vote_begin kF5
bind vote kF6
bind vote_yes kF7
bind vote_no kF8
bind speech_menu_0 kC
bind use_bandage kK
bind use_medkit kC
bind quick_save kF5
bind quick_load kF9
cam_inert 0.
cam_slide_inert 0.25
cl_cod_pickup_mode 1
cl_dynamiccrosshair on
con_sensitive 0.15
draw_downloads 1
g_always_run on
g_autopickup on
g_backrun on
g_corpsenum 10
g_dynamic_music off
g_eventdelay 0
g_game_difficulty gd_stalker
hud_crosshair on
hud_crosshair_dist off
hud_info on
hud_weapon on
mm_mm_net_srv_dedicated off
mm_net_con_publicserver off
mm_net_con_spectator 20
mm_net_con_spectator_on off
mm_net_filter_battleye on
mm_net_filter_empty off
mm_net_filter_full on
mm_net_filter_listen off
mm_net_filter_pass off
mm_net_filter_wo_ff on
mm_net_filter_wo_pass on
mm_net_srv_gamemode st_deathmatch
mm_net_srv_maxplayers 32
mm_net_srv_name Stalker
mm_net_srv_reinforcement_type 0
mm_net_use_battleye on
mm_net_weather_rateofchange 1.
mouse_invert off
mouse_sens 0.12
net_cl_icurvesize 0
net_cl_icurvetype 0
net_cl_interpolation 0.
net_cl_log_data off
net_compressor_enabled 0
net_compressor_gather_stats 0
net_dbg_dump_export_obj 0
net_dbg_dump_import_obj 0
net_dbg_dump_update_read 0
net_dbg_dump_update_write 0
net_dedicated_sleep 5
net_sv_gpmode 0
net_sv_log_data off
net_sv_pending_lim 3
net_sv_update_rate 30
ph_frequency 100.00000
ph_iterations 18
r1_dlights on
r1_dlights_clip 150.
r1_fog_luminance 1.1
r1_glows_per_frame 32
r1_lmodel_lerp 0.1
r1_no_detail_textures off
r1_pps_u 0.
r1_pps_v 0.
r1_ssa_lod_a 64.
r1_ssa_lod_b 48.
r1_tf_mipbias 0.
r2_aa off
r2_aa_break 0.000000,1.000000,1.000000
r2_aa_kernel 0.5
r2_aa_weight 0.250000,0.250000,0.000000
r2_allow_r1_lights off
r2_detail_bump on
r2_dof -1.250000,1.400000,600.000000
r2_dof_enable off
r2_dof_kernel 5.
r2_dof_sky 30.
r2_exp_donttest_shad off
r2_gi off
r2_gi_clip 0.001
r2_gi_depth 1
r2_gi_photons 16
r2_gi_refl 0.9
r2_gloss_factor 3.
r2_ls_bloom_fast off
r2_ls_bloom_kernel_b 0.7
r2_ls_bloom_kernel_g 3.
r2_ls_bloom_kernel_scale 0.7
r2_ls_bloom_speed 100.
r2_ls_bloom_threshold 0.1
r2_ls_depth_bias -0.0003
r2_ls_depth_scale 1.00001
r2_ls_dsm_kernel 0.7
r2_ls_psm_kernel 0.7
r2_ls_squality 1.
r2_ls_ssm_kernel 0.7
r2_mblur 0.
r2_parallax_h 0.02
r2_slight_fade 1.
r2_soft_particles on
r2_soft_water on
r2_ssa_lod_a 96.
r2_ssa_lod_b 64.
r2_ssao st_opt_high
r2_ssao_blur off
r2_ssao_half_data on
r2_ssao_hbao off
r2_ssao_hdao off
r2_ssao_opt_data off
r2_steep_parallax on
r2_sun on
r2_sun_depth_far_bias -0.00002
r2_sun_depth_far_scale 1.
r2_sun_depth_near_bias 0.00001
r2_sun_depth_near_scale 1.
r2_sun_details off
r2_sun_far 100.
r2_sun_focus on
r2_sun_lumscale 1.
r2_sun_lumscale_amb 1.5
r2_sun_lumscale_hemi 0.9
r2_sun_near 16.
r2_sun_near_border 0.75
r2_sun_quality st_opt_high
r2_sun_shafts st_opt_low
r2_sun_tsm on
r2_sun_tsm_bias -0.01
r2_sun_tsm_proj 0.3
r2_tf_mipbias 0.
r2_tonemap on
r2_tonemap_adaptation 3.5
r2_tonemap_amount 0.4
r2_tonemap_lowlum 0.0001
r2_tonemap_middlegray 1.5
r2_volumetric_lights on
r2_wait_sleep 0
r2_zfill off
r2_zfill_depth 0.5
r2em 2.2
r3_dynamic_wet_surfaces off
r3_dynamic_wet_surfaces_far 100.
r3_dynamic_wet_surfaces_near 10.
r3_dynamic_wet_surfaces_sm_res 512
r3_gbuffer_opt on
r3_minmax_sm autodetect
r3_msaa st_opt_off
r3_msaa_alphatest st_opt_off
r3_use_dx10_1 off
r3_volumetric_smoke off
r__detail_density 0.2
r__dtex_range 100.
r__geometry_lod 1.2
r__supersample 1
r__tf_aniso 16
r__wallmark_ttl 60.
renderer renderer_r2.5
rs_c_brightness 1.2
rs_c_contrast 1.4
rs_c_gamma 1.1
rs_cam_pos off
rs_fullscreen on
rs_refresh_60hz on
rs_skeleton_update 32
rs_stats off
rs_v_sync off
rs_vis_distance 1.5
snd_acceleration on
snd_cache_size 32
snd_device SB X-Fi Audio [0001]
snd_efx on
snd_targets 32
snd_volume_eff 1.
snd_volume_music 0.8
sv_activated_return 0
sv_anomalies_enabled 1
sv_anomalies_length 3
sv_artefact_respawn_delta 30
sv_artefact_returning_time 45
sv_artefact_spawn_force 0
sv_artefact_stay_time 3
sv_artefacts_count 10
sv_auto_team_balance 0
sv_auto_team_swap 1
sv_bearercantsprint 1
sv_client_reconnect_time 60
sv_console_update_rate 1
sv_dedicated_server_update_rate 100
sv_dmgblockindicator 1
sv_dmgblocktime 0
sv_dump_online_statistics_period 0
sv_forcerespawn 0
sv_fraglimit 10
sv_friendly_indicators 0
sv_friendly_names 0
sv_friendlyfire 1.
sv_hail_to_winner_time 7
sv_invincible_time 5
sv_max_ping_limit 2000
sv_pda_hunt 1
sv_reinforcement_time 0
sv_remove_corpse 1
sv_remove_weapon 1
sv_returnplayers 1
sv_rpoint_freeze_time 0
sv_saveconfigs 0
sv_savescreenshots 0
sv_shieldedbases 1
sv_show_player_scores_time 3
sv_spectr_firsteye 1
sv_spectr_freefly 0
sv_spectr_freelook 1
sv_spectr_lookat 1
sv_spectr_teamcamera 1
sv_statistic_collect 1
sv_teamkill_limit 3
sv_teamkill_punish 1
sv_timelimit 0
sv_vote_enabled 255
sv_vote_participants 0
sv_vote_quota 0.51
sv_vote_time 1.
sv_warm_up 0
texture_lod 0
vid_mode 1920x1200
wpn_aim_toggle 0


_preset Extreme
ai_aim_max_angle 0.7854
ai_aim_min_angle 0.19635
ai_aim_min_speed 0.19635
ai_aim_predict_time 0.44
ai_use_old_vision 0
ai_use_torch_dynamic_lights on
default_controls
bind left kLEFT
bind right kRIGHT
bind up kUP
bind down kDOWN
bind jump kSPACE
bind crouch kLCONTROL
bind accel kLSHIFT
bind sprint_toggle kX
bind forward kW
bind back kS
bind lstrafe kA
bind rstrafe kD
bind llookout kQ
bind rlookout kE
bind cam_zoom_in kADD
bind cam_zoom_out kSUBTRACT
bind torch kL
bind night_vision kN
bind show_detector kO
bind wpn_1 k1
bind wpn_2 k2
bind wpn_3 k3
bind wpn_4 k4
bind wpn_5 k5
bind wpn_6 k6
bind artefact k7
bind wpn_next kY
bind wpn_fire mouse1
bind wpn_zoom mouse2
bind wpn_reload kR
bind wpn_func kV
bind wpn_firemode_prev k9
bind wpn_firemode_next k0
bind pause kPAUSE
bind drop kG
bind use kF
bind scores kTAB
bind chat kCOMMA
bind chat_team kPERIOD
bind screenshot kF12
bind quit kESCAPE
bind console kGRAVE
bind inventory kI
bind buy_menu kB
bind skin_menu kO
bind team_menu kU
bind active_jobs kP
bind vote_begin kF5
bind vote kF6
bind vote_yes kF7
bind vote_no kF8
bind speech_menu_0 kC
bind speech_menu_1 kZ
bind quick_use_1 kF1
bind quick_use_2 kF2
bind quick_use_3 kF3
bind quick_use_4 kF4
bind quick_save kF5
bind quick_load kF9
cam_inert 0.
cam_slide_inert 0.25
cl_cod_pickup_mode 1
cl_dynamiccrosshair on
cl_mpdemosave 0
con_sensitive 0.15
draw_downloads 0
g_autopickup on
g_backrun on
g_corpsenum 10
g_crouch_toggle off
g_dynamic_music off
g_eventdelay 0
g_game_difficulty gd_stalker
g_important_save on
g_sleep_time 1
hud_crosshair on
hud_crosshair_dist off
hud_draw on
hud_info on
hud_weapon on
keypress_on_start 1
mm_mm_net_srv_dedicated off
mm_net_con_publicserver off
mm_net_con_spectator 20
mm_net_con_spectator_on off
mm_net_filter_empty on
mm_net_filter_full on
mm_net_filter_listen on
mm_net_filter_pass on
mm_net_filter_wo_ff on
mm_net_filter_wo_pass on
mm_net_srv_gamemode st_deathmatch
mm_net_srv_maxplayers 32
mm_net_srv_name Stalker
mm_net_srv_reinforcement_type 1
mm_net_weather_rateofchange 1.
mouse_invert off
mouse_sens 0.12
net_cl_icurvesize 0
net_cl_icurvetype 0
net_cl_interpolation 0.
net_cl_log_data off
net_compressor_enabled 0
net_compressor_gather_stats 0
net_dbg_dump_export_obj 0
net_dbg_dump_import_obj 0
net_dbg_dump_update_read 0
net_dbg_dump_update_write 0
net_dedicated_sleep 5
net_sv_gpmode 0
net_sv_log_data off
net_sv_pending_lim 3
net_sv_update_rate 30
ph_frequency 100.00000
ph_iterations 18
r1_detail_textures off
r1_dlights on
r1_dlights_clip 150.
r1_fog_luminance 1.1
r1_glows_per_frame 32
r1_lmodel_lerp 0.1
r1_pps_u 0.
r1_pps_v 0.
r1_software_skinning 0
r1_ssa_lod_a 64.
r1_ssa_lod_b 48.
r1_tf_mipbias 0.
r2_aa off
r2_aa_break (0.800000, 0.100000, 0.000000)
r2_aa_kernel 0.5
r2_aa_weight (0.250000, 0.250000, 0.000000)
r2_allow_r1_lights off
r2_detail_bump on
r2_dof -1.250000,1.400000,496.000000
r2_dof_enable off
r2_dof_kernel 5.2
r2_dof_sky 30.
r2_exp_donttest_shad off
r2_gi off
r2_gi_clip 0.001
r2_gi_depth 1
r2_gi_photons 16
r2_gi_refl 0.9
r2_gloss_factor 3.
r2_ls_bloom_fast off
r2_ls_bloom_kernel_b 0.7
r2_ls_bloom_kernel_g 3.
r2_ls_bloom_kernel_scale 0.7
r2_ls_bloom_speed 100.
r2_ls_bloom_threshold 0.1
r2_ls_depth_bias -0.0003
r2_ls_depth_scale 1.00001
r2_ls_dsm_kernel 0.7
r2_ls_psm_kernel 0.7
r2_ls_squality 1.
r2_ls_ssm_kernel 0.7
r2_mblur 0.
r2_parallax_h 0.02
r2_shadow_cascede_old off
r2_shadow_cascede_zcul off
r2_slight_fade 1.
r2_soft_particles on
r2_soft_water on
r2_ssa_lod_a 96.
r2_ssa_lod_b 64.
r2_ssao st_opt_high
r2_ssao_blur off
r2_ssao_half_data on
r2_ssao_hbao on
r2_ssao_hdao off
r2_ssao_mode hbao
r2_ssao_opt_data on
r2_steep_parallax on
r2_sun on
r2_sun_depth_far_bias -0.00002
r2_sun_depth_far_scale 1.
r2_sun_depth_near_bias 0.00001
r2_sun_depth_near_scale 1.
r2_sun_details off
r2_sun_far 100.
r2_sun_focus on
r2_sun_lumscale 1.
r2_sun_lumscale_amb 1.5
r2_sun_lumscale_hemi 0.9
r2_sun_near 16.
r2_sun_near_border 0.75
r2_sun_quality st_opt_high
r2_sun_shafts st_opt_low
r2_sun_tsm on
r2_sun_tsm_bias -0.01
r2_sun_tsm_proj 0.3
r2_tf_mipbias 0.
r2_tonemap on
r2_tonemap_adaptation 3.5
r2_tonemap_amount 0.4
r2_tonemap_lowlum 0.0001
r2_tonemap_middlegray 1.5
r2_volumetric_lights on
r2_wait_sleep 0
r2_zfill off
r2_zfill_depth 0.5
r2em 2.2
r3_dynamic_wet_surfaces off
r3_dynamic_wet_surfaces_far 100.
r3_dynamic_wet_surfaces_near 10.
r3_dynamic_wet_surfaces_sm_res 512
r3_gbuffer_opt on
r3_minmax_sm autodetect
r3_msaa st_opt_off
r3_msaa_alphatest st_opt_off
r3_use_dx10_1 off
r3_volumetric_smoke off
r4_enable_tessellation off
r4_wireframe off
r__detail_density 0.2
r__dtex_range 100.
r__geometry_lod 1.2
r__supersample 1
r__tf_aniso 16
r__wallmark_ttl 60.
renderer renderer_r2.5
rs_c_brightness 1.2
rs_c_contrast 1.4
rs_c_gamma 1.1
rs_cam_pos off
rs_fullscreen on
rs_refresh_60hz on
rs_skeleton_update 32
rs_stats off
rs_v_sync off
rs_vis_distance 1.5
slot_0 medkit
slot_1 bandage
slot_2 antirad
slot_3 conserva
snd_acceleration on
snd_cache_size 32
snd_device SB X-Fi Audio [0001]
snd_efx on
snd_targets 32
snd_volume_eff 0.7
snd_volume_music 0.8
sv_activated_return 0
sv_adm_menu_ban_time ?
sv_adm_menu_ping_limit 25
sv_anomalies_enabled 1
sv_anomalies_length 3
sv_artefact_respawn_delta 30
sv_artefact_returning_time 45
sv_artefact_spawn_force 0
sv_artefact_stay_time 3
sv_artefacts_count 10
sv_auto_team_balance 0
sv_auto_team_swap 1
sv_bearercantsprint 1
sv_client_reconnect_time 60
sv_console_update_rate 1
sv_cta_runkup_to_arts_div 1
sv_dedicated_server_update_rate 100
sv_dmgblockindicator 1
sv_dmgblocktime 0
sv_dump_online_statistics_period 0
sv_forcerespawn 0
sv_fraglimit 10
sv_friendly_indicators 0
sv_friendly_names 0
sv_friendlyfire 1.
sv_hail_to_winner_time 7
sv_invincible_time 5
sv_max_ping_limit 2000
sv_pda_hunt 1
sv_reinforcement_time 0
sv_remove_corpse 1
sv_remove_weapon 1
sv_returnplayers 1
sv_rpoint_freeze_time 0
sv_saveconfigs 0
sv_savescreenshots 0
sv_shieldedbases 1
sv_show_player_scores_time 3
sv_spectr_firsteye 1
sv_spectr_freefly 0
sv_spectr_freelook 1
sv_spectr_lookat 1
sv_spectr_teamcamera 1
sv_statistic_collect 1
sv_teamkill_limit 3
sv_teamkill_punish 1
sv_timelimit 0
sv_traffic_optimization_level 0
sv_vote_enabled 255
sv_vote_participants 0
sv_vote_quota 0.51
sv_vote_time 1.
sv_warm_up 0
sv_write_update_bin 0
texture_lod 0
vid_mode 1920x1200
wpn_aim_toggle 0

MrBonk
2013-10-06, 09:58:42
Demanding indeed. But oh so beautiful!

Why do you need to disable Dof and Motion blur? Is there artifacts/Low res issues with them and SGSSAA or just problems with their versions of it? Or you simply don't think they add anything of value to the IQ in this game?(Which is my guess)

SLIKnight
2013-10-06, 13:43:20
The motion blur in the Complete 2009 mod is god awful IMO.
It causes a narrow white "streak" on the left side of the screen, when any type of AA is forced.

The DoF in the "Complete" mods are also really bad in both SoC and CoP.
They cause blur and completely negate the advantage of setting higher object viewing distance etc.
Btw, I added some "Shadow of Chernobyl" shots with 8xSGSSAA forced.
Not too bad looking either ;)

SLIKnight
2013-10-06, 15:46:57
I have moved my summary post: #5081 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9958410&postcount=5081)

Skinner.
2013-10-06, 18:30:35
Showed beautiful examples

Those SOC screens are awesome. Thanks for the tip for disabling blur and DOF.

SLIKnight
2013-10-06, 19:43:54
Hallo an alle. Für Duke Nukem Forever sind keine Bits bekannt?

Unfortunately not.
This is one of those games like Hard Reset, GTA 4, Arcania and so on, where driver-forced AA is an impossibility.
At least with the AA bits currently in the NVIDIA drivers. :biggrin:

Those SOC screens are awesome. Thanks for the tip for disabling blur and DOF.

You're welcome.
Remember to also use " -nointro -smap4096 -sjitter" in the target box of your SoC launch icon.
I use "4096x4096" shadow maps in all three STALKER games.
The shadows simply look like crap without this.

MrBonk
2013-10-06, 22:29:56
Yeah with DNF your only option really is downsampling + FXAA

Which isn't a great solution since there is so much shader and specular aliasing in the game :(

I've tried forcing AA in the game and all that happens is either the game crashes the driver, nothing happens or it's all glitched out.

I still can't wrap my head around how they made a bit for this game and put it in the driver when it doesn't even do anything..

SLIKnight
2013-10-07, 12:59:47
That is very strange indeed.
I wonder who tested that official AA flag for DNF?
Maybe it worked in a very old build of the game, and no one bothered to remove it in the driver profile?
DNF was a trainwreck to begin with, and probably shouldn't have been released anyway IMO.

dylda
2013-10-07, 19:56:01
Hi guys. Thanks for the answer for the DNF. Its strange, that no AA is possible in this game, as this is a DX9 Unreal engine. I will stay than wiht DS and this mod: http://www.forum-3dcenter.org/vbulletin/showthread.php?t=524294
Looks even without FXAA more or less acceptable for me.

MrBonk
2013-10-08, 06:18:21
Yeah I asked the guy who made that mod if it was possible to improve the FSAA in the game. But he said no. Which is a shame.

Because even though the game is visually uneven. It's still somewhat nice looking and being able to AA it properly would help a lot

CrimsoN
2013-10-08, 14:56:33
Grüße genossen,

kann mir das mal einer mal sagen warum selbst mit 8xSGSSAA in Tf2 ein leichtes Flimmern habe.
Habe die C0 bits per Over.

aufkrawall
2013-10-08, 15:09:46
Weils kein perfektes Echtzeit-AA gibt.

CrimsoN
2013-10-08, 15:16:22
Habe das nur an wänden aber

aufkrawall
2013-10-08, 15:19:55
Ist in-game AA aus?
Mach mal bitte Screenshot.

MrBonk
2013-10-09, 09:24:17
I'm having some issues with Dungeon Siege III.

The game has MSAA, but it doesn't actually seem to do anything...


No AA http://i.minus.com/iJVJaBRxi7gj6.png
in game 8xMSAA http://i.minus.com/iugG3tNcWMEwj.png
(you can see that the VRAM usage increases but that's it)


Forcing any kind of AA seems to result in one form or another of a glitched screen


Usually when forcing AA doesn't work or has issues in a game they set the compatibility to treat override as application controlled.

SLIKnight
2013-10-09, 16:08:58
I have updated my AA guide for ArmA 2 again: #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)

After playing the game some more, I discovered that enhancing with SGSSAA causes some rather obvious shadow outline issues.
This is very clear around trees or bushes in "grassy" areas.
TrSSAA doesn't suffer from this problem and looks great, especially when combined with downsampling.
I have no idea whether ArmA 3 is also affected, but I suspect it might be.
Someone who owns A3 might want to check this.

This again proves to me, that enhancing with SGSSAA is close to worthless in most recent games, DX9 or DX11.
Either it doesn't provide a high quality result or causes issues like this.

SLIKnight
2013-10-09, 19:34:15
No AA http://i.minus.com/iJVJaBRxi7gj6.png
in game 8xMSAA http://i.minus.com/iugG3tNcWMEwj.png
(you can see that the VRAM usage increases but that's it)


So the game is only using 277 MB VRAM at a 3D rendered main menu at 1600x900 with 8xMSAA?
That in itself is very indicative of the AA "quality" or complete lack thereof.
I did a quick google search, and found out Dungeon Siege III is running on the "Onyx" engine.
Maybe someone knows a working AA flag for other games running on this engine, that might apply for DS III?
Otherwise I'm fresh out of ideas :confused:

MrBonk
2013-10-09, 23:09:50
I think it's the only one running the Engine currently.

Maybe MSAA support was broke in a patch or maybe it's a driver issue? :(


Anyone else have the game?

SLIKnight
2013-10-09, 23:40:58
I found an interesting post from may 29. 2012 regarding Dungeon Siege III:
http://forums.steampowered.com/forums/showthread.php?t=2725104

This confirms, that the AA setting is broken.
Furthermore the texture quality setting also seems to have very little impact on IQ, apart from a bit of bumpmapping with "High" textures.

MrBonk
2013-10-09, 23:55:30
Well. That's disappointing. :|

Don't know what happened there on Obsidian's part. Maybe the Publisher is the one to blame.


You can downsample with FXAA/SMAA. And it does look great IQ wise, but still leaves a lot to be desired AA wise. (Especially some specular issues that cause a lot of shimmering/pixel crawl)


Also: Forcing MSAA+TrSSAA doesn't seem to work in Doom 3 BFG like it did in Doom 3 Vanilla. The in game 16x Option is really blurry too. But it smooths over Alpha test surfaces Some sharpening could combat that

No AA http://i.minus.com/i9PZ9kt51VIzH.png
4xAA http://i.minus.com/ibx36KDtYtnYzd.png
16xAA http://i.minus.com/ibxfLqOStfkxOe.png

These shots are all with Texture LOD bias at -1


Downsampling +4xMSAA in game +FXAA is a decent alternative (And not too costly either). It avoids the blurring issue of 16xMSAA in game and looks better. But the Texture LOD bias needs to be set about the same as the brightness slider. Or else there is too much shimmering.

I'd post a screenshot of it, but print screening just gives me a grey screen in BFG.

I did 3200x1800 +4x+FXAA+32xMotion Blur and it looked pretty great but not perfect.(mostly just some shimmering/moire that TrSSAA could potentially help with like it did in D3 Vanilla)

Skinner.
2013-10-12, 00:13:30
Unfortunately not.
This is one of those games like Hard Reset, GTA 4, Arcania and so on, where driver-forced AA is an impossibility.
At least with the AA bits currently in the NVIDIA drivers. :biggrin:



You're welcome.
Remember to also use " -nointro -smap4096 -sjitter" in the target box of your SoC launch icon.
I use "4096x4096" shadow maps in all three STALKER games.
The shadows simply look like crap without this.

Thanx again, all tough I personally are not a great fan of jittery shadows.

Gast
2013-10-12, 12:21:39
Hier mal ein Klassiker:

Star Wars Republic Commando
SGSSAA: 0x004010C1

Modifiziert auf 1920x1080, 102° FOV. Anleitung dafür: http://www.wsgf.org/dr/star-wars-republic-commando

http://abload.de/thumb/swrepubliccommandohrsc0.png (http://abload.de/image.php?img=swrepubliccommandohrsc0.png) http://abload.de/thumb/swrcnvidiainspectorw1qq9.jpg (http://abload.de/image.php?img=swrcnvidiainspectorw1qq9.jpg)

CrimsoN
2013-10-12, 13:40:55
Hier mal ein Klassiker:

Star Wars Republic Commando
SGSSAA: 0x004010C1

Modifiziert auf 1920x1080, 102° FOV. Anleitung dafür: http://www.wsgf.org/dr/star-wars-republic-commando

http://abload.de/thumb/swrepubliccommandohrsc0.png (http://abload.de/image.php?img=swrepubliccommandohrsc0.png) http://abload.de/thumb/swrcnvidiainspectorw1qq9.jpg (http://abload.de/image.php?img=swrcnvidiainspectorw1qq9.jpg)

HABO+ greift da auch ?

P.s.: Das mit dem FOV änder klapp bei mir nicht/ich finde einfach nix.

Gast
2013-10-12, 14:34:36
HABO+ greift da auch ?

P.s.: Das mit dem FOV änder klapp bei mir nicht/ich finde einfach nix.

Ich kann bei eingeschalteten HABO+ keinen Unterschied festellen. Ich habe den FOV folgendermaßen geändert:

Von der Webseite http://hexedit.nextsoft.de/ das Programm Hex-Editor MX heruntergeladen. Damit die Datei engine.u geöffnet. Zu finden unter: Star Wars Republic Commando\GameData\System. Dann die Funktion Suchen & Ersetzen aufrufen. Gesucht wird nach 00 00 AA 42. Dann je nach FOV das AA z.B. durch CC ersetzen.

For a 16:10 resolution:
Change "AA" to "CC"
This will give you a 102° FOV.

Danach die Datei als engine.u abspeichern. Verstanden?

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

Blade II
2013-10-12, 14:55:27
HABO+ greift da auch ?
Braucht man dafür nicht auch AO-Bits?

CrimsoN
2013-10-12, 15:15:49
Braucht man dafür nicht auch AO-Bits?

Deswegen fragte ich ja, weil bei so einen alten Spiel hat man ja villt glück es greift soft

Ich kann bei eingeschalteten HABO+ keinen Unterschied festellen. Ich habe den FOV folgendermaßen geändert:

Von der Webseite http://hexedit.nextsoft.de/ das Programm Hex-Editor MX heruntergeladen. Damit die Datei engine.u geöffnet. Zu finden unter: Star Wars Republic Commando\GameData\System. Dann die Funktion Suchen & Ersetzen aufrufen. Gesucht wird nach 00 00 AA 42. Dann je nach FOV das AA z.B. durch CC ersetzen.

For a 16:10 resolution:
Change "AA" to "CC"
This will give you a 102° FOV.

Danach die Datei als engine.u abspeichern. Verstanden?

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

Oki danke aber bei mir hat es die Auflösung nicht übernommen.
Kannst du mir einfach deine Ini. datein schicken ?

Für 1680x1050 mit einen dazu passend FOV ?

Gast
2013-10-12, 16:56:38
Deswegen fragte ich ja, weil bei so einen alten Spiel hat man ja villt glück es greift soft



Oki danke aber bei mir hat es die Auflösung nicht übernommen.
Kannst du mir einfach deine Ini. datein schicken ?

Für 1680x1050 mit einen dazu passend FOV ?


Verschicken möchte ich die Dateien nicht.
Ganz einfach im Ordner Star Wars Republic Commando\GameData\Save die Datei system.ini öffnen. Dann folgendes ändern:

[WinDrv.WindowsClient]
WindowedViewportX=1680
WindowedViewportY=1050
FullscreenViewportX=1680
FullscreenViewportY=1050

Wichtig dabei, ohne das Semikolon davor!

SLIKnight
2013-10-12, 21:26:37
Hier mal ein Klassiker:

Star Wars Republic Commando
SGSSAA: 0x004010C1

Modifiziert auf 1920x1080, 102° FOV. Anleitung dafür: http://www.wsgf.org/dr/star-wars-republic-commando

http://abload.de/thumb/swrepubliccommandohrsc0.png (http://abload.de/image.php?img=swrepubliccommandohrsc0.png) http://abload.de/thumb/swrcnvidiainspectorw1qq9.jpg (http://abload.de/image.php?img=swrcnvidiainspectorw1qq9.jpg)

But "Republic Commando" is such an old game.
Do you even need an AA flag for this one?
Did you try just "0x00000000" instead?

Thanx again, all tough I personally are not a great fan of jittery shadows.

Usually i'm not either, but the combination of a very high shadow map size (4096x4096) and shadow jittering seem to do wonders for the shadows in the STALKER games.
Of course shadow jittering has its downsides, but can look good in moderation in some games.

RMA
2013-10-12, 22:47:49
Anyone with bits for The Wolf Among Us yet? Although it's supposed to be the same engine simply adding TheWolfAmongUs.exe to The Walkind Dead-Profile in nVidia Inspector to force SGSSA doesn't do anything. :(

MrBonk
2013-10-13, 07:28:07
What's this about HBAO+ now?

I also might be able test Republic Commando to see if it needs the flag (Which it might because it's running on Unreal.E 2) if the user has deleted the game already.

CrimsoN
2013-10-13, 13:50:19
HBAO+

geht nicht in allen Spielen sonder nur in den Spielen wo es auch Bits dazu gibt. Und ich habe alle Bits durch die RC an an gehen und keiner davon greift.

SLIKnight
2013-10-13, 14:33:17
HBAO+

geht nicht in allen Spielen sonder nur in den Spielen wo es auch Bits dazu gibt. Und ich habe alle Bits durch die RC an an gehen und keiner davon greift.

So HBAO+ basically works just like "traditional" driver-forced AO. :wink:
It needs a custom AO profile to work.

Btw I just bought "Sniper Elite V2" in the Steam sale yesterday.
It is using a modified version of the Asura engine used in "Aliens vs. Predator (2010)".
SE V2 has quite good DX11 options and very decent AA support.
It offers both a "low-medium-high" post AA setting, and ingame "2.25xSSAA" and "4.0xSSAA" supersampling options.

Before buying this game I did a little research and found out, that the "Advanced Shadows" setting has to be disabled with the 32x.xx series of drivers in both AvP and SE V2.
Otherwise the games will instantly crash upon loading a save game.
Luckily this setting makes little to no difference visually, so no big loss IMO.

I have no idea, whether this issue is fixed in the later drivers, but at this point i'm personally going to wait for a proper WHQL certified BF4 driver.

Gast
2013-10-13, 16:46:26
Luckily this setting makes little to no difference visually, so no big loss IMO.
i noticed that in sniper nza as well. i can only see contact hardening shadows in the menu and they cost ~40 % gpu performance like in tomb raider.
but during gameplay they are definitely not active. i wonder if it's the same on amd cards.

SLIKnight
2013-10-13, 17:08:12
And in AvP the "Advanced Shadows" setting is basically pointless:
http://www.pcgameshardware.com/aid,705447/Aliens-vs-Predator-DirectX-11-benchmarks-and-graphics-comparison/Reviews/

I don't really care about the performance hit of "Advanced Shadows" in AvP or Sniper Elite 2.
But if the games crash with it enabled, then it has to go :)

CrimsoN
2013-10-13, 22:02:04
Für Sims 3 gehen die 0x080000C1 Bits, inGame sollte man nur AA aus machen sonst Läuft das schon. Auch alle Hybrid Modi greifen !
Aber bei SGSSAA ist eine leichter Bure drin was aber bei dem andren Modi nicht der Fall ist.

P.s.: Das Game ist echt nicht für mich ^^

8xSGSSAA LOD -1.3750
http://abload.de/img/ts3w_2013_10_13_22_00l0ooo.png (http://abload.de/image.php?img=ts3w_2013_10_13_22_00l0ooo.png)

16xS
http://abload.de/img/ts3w_2013_10_13_22_12dbly5.png (http://abload.de/image.php?img=ts3w_2013_10_13_22_12dbly5.png)

Sims 3 läuft auch ohne Bits !!

SLIKnight
2013-10-14, 15:22:01
Anyone with bits for The Wolf Among Us yet? Although it's supposed to be the same engine simply adding TheWolfAmongUs.exe to The Walkind Dead-Profile in nVidia Inspector to force SGSSA doesn't do anything. :(

Sounds strange, it is still running on UE3 right?
Maybe you could try "0x280002C1" or "0x204002C1"?
Also make sure you are running at a 16:9 resolution.

CrimsoN
2013-10-14, 16:21:56
Ich kann bei eingeschalteten HABO+ keinen Unterschied festellen. Ich habe den FOV folgendermaßen geändert:

Von der Webseite http://hexedit.nextsoft.de/ das Programm Hex-Editor MX heruntergeladen. Damit die Datei engine.u geöffnet. Zu finden unter: Star Wars Republic Commando\GameData\System. Dann die Funktion Suchen & Ersetzen aufrufen. Gesucht wird nach 00 00 AA 42. Dann je nach FOV das AA z.B. durch CC ersetzen.

For a 16:10 resolution:
Change "AA" to "CC"
This will give you a 102° FOV.

Danach die Datei als engine.u abspeichern. Verstanden?

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

Hier ich hab das jetzt mit dem Hex Tool geöffnet aber bei mir Findet es keine 00 00 AA 42 eintrag.

Woklbokl
2013-10-14, 16:28:49
Sounds strange, it is still running on UE3 right?
Maybe you could try "0x280002C1" or "0x204002C1"?
Also make sure you are running at a 16:9 resolution.

"0x204002C1" works.
Vram usage is a bit high though, it uses ~ 3.8gb @ 3840x2160 with 8x SGSSAA.

SLIKnight
2013-10-14, 19:04:22
Great, would you mind posting some comparison screenshots?
Also, naturally 2160P with 8xSGSSAA uses a ton of VRAM.
How much does it use at 1080P with 8xSGSSAA?

Woklbokl
2013-10-14, 19:51:55
Uses about 1.6GB in 1080p with 8xSGSSAA.

no AA:

http://abload.de/thumb/twau0xaagqual.png (http://abload.de/image.php?img=twau0xaagqual.png)

8xSGSSAA "0x204002C1"

http://abload.de/thumb/twau8xsgssaap7usa.png (http://abload.de/image.php?img=twau8xsgssaap7usa.png)

SLIKnight
2013-10-14, 21:20:55
I have moved my summary post: #5099 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9962220&postcount=5099)

CrimsoN
2013-10-14, 23:18:20
Hier stand misst !

MrBonk
2013-10-15, 07:26:17
F.E.A.R 3


General Information:
Inspector Profile should look like this http://i.minus.com/iif6Qe1es6Vsq.png

The game by Default is DX11, you need to run it in DX9 by adding "-d3d9" to the launch parameters of the game, there doesn't seem to be any difference visually other than the AA options (Only MSAA,FXAA).

The game has issues with GTX 570's for some reasons, so I had to run it at stock clocks, and in DX9 GPU usage was not very great compared to DX11 (which ran 99% all the time) Even with forced AA (Unless I was using obscene things like 4x4 with poor framerates).

So i'm not sure what exactly is going on whether i'm CPU bound or what in DX9 (i7 950 4Ghz). CPU usage isn't high either (Shown in screens)


The Ambient occlusion in this game too isn't very good. It isn't temporally stable and flickers and other junk like crazy. Some parts are very good and stable and others are just ugly and create or are very aliased.
Which is a shame because it does add some nice depth to the scene. But I personally turned off AO in the game. I tested a few driver flags but not many to see if could find an alternative.


SGSSAA works very well in this game, FXAA+Downsampling is also a very excellent alternative as well!

With OGSSAA driver forced, really it's only when you get to about 3x3-4x4 does it really work extremely well. But high performance cost.

4x4 with my 570 at stock clocks at 1600x900 brings my framerate from about 100FPS down to 13 FPS
_________________________________________
Flag: - 0x084012C1 - SGSSAA,OGSSAA,OGSSAA Hybrid(+-SGSSAA) -

notes- with SGSSAA you should use some negative LOD or Auto LOD. It's just a tad blurry without it.(There is some inherent blur in the game to begin with too)
_________________________________________________________________
Pictures:

NoAA DX11- http://i.minus.com/iKVMsTEQ4ExgW.png
NoAA DX9- http://i.minus.com/ibtLO8fuhKG0Ba.png
DX11 FXAA- http://i.minus.com/ioQrCfnrUzVP3.png
DX9 Driver FXAA- http://i.minus.com/iRtHnckwW8AMF.png
DX11 4xMSAA- http://i.minus.com/ibtyEwQTdWGqDI.png
DX11 Enhance 4xSGSSAA- http://i.minus.com/iLwP6sn0j7FPS.png
DX9 C3 4xSGSSAA (No LOD adjustments)- http://i.minus.com/iEb0FJ7Xi1GhS.png
DX9 C3 2x2 OGSSAA- http://i.minus.com/in4AkVC5WERfq.png
DX9 C3 4x4 OGSSAA- http://i.minus.com/iKSYF20Oenwjk.png (Another 4x4 shot http://i.minus.com/ibdl1fwY5ytKVI.png)
DX9 C3 16xS+4xSGSSAA- http://i.minus.com/ibeyZH6DRQlsXr.png (No LOD adjustments)
DX9 3200x1800 +4xSGSSAA downsampled to 1600x900 (Equivalent of the above)- http://i.minus.com/ibqNBLm1CvFGRK.png (No LOD adjustments)
DX9 1800p+Driver FXAA downsampled to 900p AO Off- http://i.minus.com/iqCH1bdakKkBd.png

Gast
2013-10-15, 16:47:50
Hier ich hab das jetzt mit dem Hex Tool geöffnet aber bei mir Findet es keine 00 00 AA 42 eintrag.

Hast Du beim HexeditMX mit der Einstellung Hexdezimal gesucht?

CrimsoN
2013-10-15, 17:58:50
Hast Du beim HexeditMX mit der Einstellung Hexdezimal gesucht?

Steht dann nur da das nix gefunden wurde:
http://abload.de/img/hexqxyrt.jpg (http://abload.de/image.php?img=hexqxyrt.jpg)

Gast
2013-10-15, 19:26:09
Steht dann nur da das nix gefunden wurde:
http://abload.de/img/hexqxyrt.jpg (http://abload.de/image.php?img=hexqxyrt.jpg)

Auf Deinem Bild ist die Datei Editor.u angezeigt. Die ist falsch. Du mußt in der Engine.u suchen!

RMA
2013-10-15, 23:07:53
Sounds strange, it is still running on UE3 right?
Maybe you could try "0x280002C1" or "0x204002C1"?
Also make sure you are running at a 16:9 resolution.

"0x204002C1" works.
Vram usage is a bit high though, it uses ~ 3.8gb @ 3840x2160 with 8x SGSSAA.

Thanks for the heads-up, looks perfect! =)

CrimsoN
2013-10-16, 00:16:50
Auf Deinem Bild ist die Datei Editor.u angezeigt. Die ist falsch. Du mußt in der Engine.u suchen!

Ich depp daher kann es auch nicht gehen....aber gut nun scheint alles zu greifen ^^

P.s.: Gibt es für das Game ein paar Textur mods ?!

MrBonk
2013-10-16, 10:21:46
I've found a better flag for

Earth Defense Force Insect Armageddon
There is some performance hit,but worth it. And it still isn't perfect but an improvement.

You should use SweetFX's border shader when using the new flag.

Also when downsampling+SGSSAA make sure to use some positive LOD.(Like Bioshock but much worse) Because otherwise it creates quite a bit of moire/shimmering.


Old flag 0x00001045 vs new flag 0x084012C3

Old 8xSGSSAA http://i.minus.com/ibxBkRa25xpsFY.png http://i.minus.com/ihlgsgGzfTo4n.png
New 8xSGSSAA http://i.minus.com/ibwDn3hisLxiay.png http://i.minus.com/iG7bdNDeK0aMA.png

SLIKnight
2013-10-16, 13:32:52
F.E.A.R 3
_________________________________________
Flag: - 0x084012C3 - SGSSAA,OGSSAA,OGSSAA Hybrid(+-SGSSAA) -

notes- with SGSSAA you should use some negative LOD or Auto LOD. It's just a tad blurry without it.(There is some inherent blur in the game to begin with too)


Actually Blaire already tested for driver-forced SGSSAA in FEAR 3 DX9, and found that "0x004012C1" is sufficient.
Those extra bits in your AA flag most likely aren't doing anything.
To avoid blurring the DoF effect must be disabled with SGSSAA in FEAR 3, but unfortunately this causes weird issues like disappearing objects and lighting problems: #3352 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9498257&postcount=3352)
I don't own FEAR 3 myself, so I can't really test if these issues can be solved by enabling the TF2 AA fix?

FEAR 2 is also blurry with "0x000002C0" and SGSSAA, even with AO, motion blur and film grain disabled: #3737 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9609522&postcount=3737)
I haven't tried reducing lighting settings or other "usual suspects" to see, if this cures the blurring with the "2C0" flag in FEAR 2, and don't have the game installed at the moment.
Maybe you could try experimenting with this?

N0Thing
2013-10-16, 20:25:58
9) "0x204002C1" should be added for SGSSAA in "The Wolf Among Us": #5080 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9958280&postcount=5080)

There should be a hint, that these bits only work with 16:9 resolutions. I was surprised to see no AA until I found your older post about this limitation. ;)

Any ideas for users with 16:10 Resolutions? I wonder what they changed in the Engine, The Walking Dead was just fine without bits, if I recall this correctly.

SLIKnight
2013-10-16, 22:38:11
No, "The Walking Dead" needs the "0x200002C1" AA flag for SGSSAA.
This flag is already in the AA list.
I believe "The Walking Dead" is locked into an 16:9 aspect ratio, no matter which screen you are playing on just like Mirror's Edge, Assassin's Creed and so on.
Just set a 16:9 resolution ingame, and SGSSAA will work.
You will get black bars in this game no matter what on a 16:10 monitor.

No idea if "The Wolf Among Us" is also locked into 16:9 AR, someone else will have to answer that?

MrBonk
2013-10-17, 00:06:33
Actually Blaire already tested for driver-forced SGSSAA in FEAR 3 DX9, and found that "0x004012C1" is sufficient.
Those extra bits in your AA flag most likely aren't doing anything.
To avoid blurring the DoF effect must be disabled with SGSSAA in FEAR 3, but unfortunately this causes weird issues like disappearing objects and lighting problems: #3352 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9498257&postcount=3352)
I don't own FEAR 3 myself, so I can't really test if these issues can be solved by enabling the TF2 AA fix?

FEAR 2 is also blurry with "0x000002C0" and SGSSAA, even with AO, motion blur and film grain disabled: #3737 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9609522&postcount=3737)
I haven't tried reducing lighting settings or other "usual suspects" to see, if this cures the blurring with the "2C0" flag in FEAR 2, and don't have the game installed at the moment.
Maybe you could try experimenting with this?
I don't mind the DoF blurring at all personally(And I don't even really notice it that much. Plus I didn't do any Auto or negative LOD with SGSSAA in those shots either.). I like it in this case. So it's not a huge deal. Looks great to me and not nearly as distracting as the awful AO.


I only tested FEAR 3 because I didn't see it listed on the front page, I thought I had remembered seeing someone test it before but I couldn't remember :o


I will give FEAR 2 a try as well and see what happens.

SLIKnight
2013-10-17, 01:37:08
The AO is also awful in FEAR 2 btw.
And with SGSSAA it causes a slight "change" in the color of the lighting, which is more noticeable in some scenes than others.
Driver-forced AO has the same effect on lighting when combined with SGSSAA, and also looks terrible IMO.

Nevertheless I still think DX9 SGSSAA is too blurry in both FEAR 2 & 3 with respectively "0x000002C0" and "0x004012C1".
Why exactly are you posting SGSSAA shots with auto LOD disabled?
This makes it very difficult to directly compare them with the "no AA" and OGSSAA shots, and might give some novice users the impression, that SGSSAA is more blurry than it actually is.

MrBonk
2013-10-17, 02:09:02
Oh just because Auto LOD can be finicky sometimes and potentially create issues (Like with Bioshock). So I try keep it vanilla.


But with this game it doesn't cause any problems

4xSGSSAA with auto LOD http://i5.minus.com/inESzeBxNPh9t.png


After testing, I find SGSSAA fairly unnecessary in Fear 2.

In game 4xFSAA+FXAA+2x2 downsampling works pretty damn well aside from some minor specular shimmering issues here and there. (And very minor ones at that. The in game AO isn't so bad either, but can exaggerate some of the shimmering. But seems fairly uncommon)

And yeah, the driver AO flag is very problematic.

Comparison
No AA http://i.minus.com/ieeaZeHNqYAGZ.png
4xFSAA http://i.minus.com/i57XBR64pzzn8.png
2x2 Downsampling+4xFSAA+FXAA http://i.minus.com/ib2i4iJfzZPiIl.png


I'll do some more in depth testing and a comparison to SGSSAA too here in a bit

SLIKnight
2013-10-17, 13:03:55
IMO SGSSAA is never unnecessary in any game ;)
But in the case of FEAR 2, the blurring is just too much for me with "2C0".

Did you try and experiment with ingame settings like "Effects Detail", "Light Detail", "Shadow Detail", "HDR" or maybe "Reflections and Displays" to alleviate the SGSSAA-induced blur?
In my original testing I never tried this, and only tested with "AO", "Motion blur" and "Film Grain" disabled: #3737 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9609522&postcount=3737)

MrBonk
2013-10-17, 13:07:45
Sorry didn't edit my post before you posted again.
Just again :p

Comparison
No AA http://i.minus.com/ieeaZeHNqYAGZ.png
4xFSAA http://i.minus.com/i57XBR64pzzn8.png
2x2 Downsampling+4xFSAA+FXAA http://i.minus.com/ib2i4iJfzZPiIl.png
(the game seems to maybe do some of it's effects proportional to the rendering resolution. Rendering the game at a much higher resolution results in some much nicer looking effects. At least it seems that way)


I'll do some more in depth testing for SGSSAA to see if I can't figure something out and a comparison to SGSSAA too here in a bit.

Hopefully can at least figure something out. It would be nice to have hassle free SGSSAA for the game at least. Could always do without the few aliasing issues left!

SLIKnight
2013-10-17, 16:32:34
Actually, on further inspection driver-forced SGSSAA in FEAR 3 DX9 isn't that blurry:


NoAA DX11: http://i.minus.com/iKVMsTEQ4ExgW.png
DX11 4xMSAA: http://i.minus.com/ibtyEwQTdWGqDI.png
DX11 Enhanced 4xSGSSAA: http://i.minus.com/iLwP6sn0j7FPS.png
DX9 Forced 4xSGSSAA (AO disabled): http://i5.minus.com/inESzeBxNPh9t.png


I think it is safe adding "0x004012C1" to the list for SGSSAA in FEAR 3.

SLIKnight
2013-10-17, 16:50:56
I have moved my summary post again: #5105 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9963487&postcount=5105)

SLIKnight
2013-10-17, 17:45:35
I have taken the liberty of posting a summary of the findings for SGSSAA in FEAR 3 DX9 in the DX11 AA petition:
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/post/3974232/#3974232

Hopefully this can convince a few more people to support our cause :)

MrBonk
2013-10-18, 02:06:32
Thanks! Testing Fear 2 again and will update this post when done.

And yeah you were right, 2C0 is blurry as hell with SGSSAA. Here's the same screenshot from before with 8xSGSSAA from 2C0

http://i.minus.com/i1SHghCQPFoRE.png

And there are some glitches like light sources seeming to bleed through parts of the geometry buffer

Screens
http://i.minus.com/iU1xhkJUBGYw5.png
http://i.minus.com/ibbo0Ju3CjqeNG.png
http://i.minus.com/ibgtVLbiPwPbtg.png
http://i.minus.com/ibkqEcUk7pGkUb.png

Here's also a Panorama made from a bunch of 1600x900 shots with 2c0 8xSGSSAA and then resized to 1600x with bi-sharp and it's still fairly blurry.
http://i.minus.com/iBFD2kz6OOTme.png

Also: Sorry for 30FPS cap. Just did it out of habit. If I find a glitchess/non blurry flag for the game with some combination i'll take off the cap for comparison

Gast
2013-10-18, 10:51:03
Ich habe mal wieder TimeShift angespielt. Das ist noch immer grafisch und spielerisch ein tolles Spiel. Als Kompatibilitätsbit habe ich wieder: 0x004010C4

http://abload.de/thumb/timeshiftbit2yucq.jpg (http://abload.de/image.php?img=timeshiftbit2yucq.jpg) http://abload.de/thumb/timeshift1amjm4.png (http://abload.de/image.php?img=timeshift1amjm4.png) http://abload.de/thumb/timeshift2i3kuc.png (http://abload.de/image.php?img=timeshift2i3kuc.png) http://abload.de/thumb/timeshift40mkuk.png (http://abload.de/image.php?img=timeshift40mkuk.png) http://abload.de/thumb/timeshift3j5jvj.png (http://abload.de/image.php?img=timeshift3j5jvj.png)

Wird die Liste mit den Kompatibilitätsbits überhaupt noch aktualisiert? Ich habe mittlerweile eine Menge Bits gepostet, neue oder verbesserte, die in der Liste nicht auftauchen!

SLIKnight
2013-10-18, 13:07:38
Ich habe mal wieder TimeShift angespielt. Das ist noch immer grafisch und spielerisch ein tolles Spiel. Als Kompatibilitätsbit habe ich wieder: 0x004010C4

http://abload.de/image.php?img=timeshiftbit2yucq.jpg

Why are you using a negative LOD of "-0.5" for 4xSGSSAA?
What is wrong with driver auto LOD?
Also a manual LOD setting won't have any effect unless you set "Texture filtering - Driver Controlled LOD Bias" to "Off".

SLIKnight
2013-10-18, 13:20:41
Thanks! Testing Fear 2 again and will update this post when done.

And yeah you were right, 2C0 is blurry as hell with SGSSAA.

And there are some glitches like light sources seeming to bleed through parts of the geometry buffer


Yep, it is quite blurry.
You are using driver auto LOD in those shots, right?
Also make sure AO, "Motion Blur" and "Film Grain" are disabled.
It is the "2" part of the "2C0" flag, that is causing the light bleed, but without this bit everything is not AA'ed properly.
The "C0" part is needed to reduce blurring.

I spent about 2 days back then testing all the combinations of AA bits I could think of for FEAR 2, and there is no better SGSSAA flag than "0x000002C0" in my experience.
All the additional AA bits I tried either didn't make any difference visually, or made the blurriness even worse. :freak:

The big question is still, can the blurriness be removed by reducing one or more of the ingame graphics settings?

SLIKnight
2013-10-18, 13:39:23
I have moved my summary post: #5113 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9966316&postcount=5113)

SLIKnight
2013-10-18, 17:38:01
aufkrawall, could you please update the AA list with the points in the above post?
There has been alot of activity on the AA sammelthread in the last month or so, and there may be more contributions I have missed.
But the 10 points in #5105 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9963487&postcount=5105) are completely final and well documented.
IMO any further changes to the AA list can be added later.

MrBonk
2013-10-19, 11:21:44
Yep, it is quite blurry.
You are using driver auto LOD in those shots, right?
Also make sure AO, "Motion Blur" and "Film Grain" are disabled.
It is the "2" part of the "2C0" flag, that is causing the light bleed, but without this bit everything is not AA'ed properly.
The "C0" part is needed to reduce blurring.

I spent about 2 days back then testing all the combinations of AA bits I could think of for FEAR 2, and there is no better SGSSAA flag than "0x000002C0" in my experience.
All the additional AA bits I tried either didn't make any difference visually, or made the blurriness even worse. :freak:

The big question is still, can the blurriness be removed by reducing one or more of the ingame graphics settings?
Oh crap I forgot about that. That was with no LOD and Film grain and MB enabled.


But I may have found a workable solution! (It's not perfect, but it's not super blurry, works with Film grain and MB just fine. But costs slightly more performance than 2C0 for whatever reason. And sometimes it seems to miss some incidental edges. But gets a ton of other stuff, but also gets what 4xFSAA+FXAA+2x2 OGSSAA can't.)

0x084010C5 (The 8 and 4 may be unnecessary for it to function at minimum, didn't test. But I like to have those there anyway personally)

Screenshots (With Auto LOD on) (edit: Shit after double checking I think I may have had 4xFSAA enabled by accident in the 10C5 8xSGSSAA shots and the 2x2 4xSGSSAA downsampled shots. And in the 2C5 shot)

8xSGSSAA (Edit- 8xSG Override+4xFSAA)
http://i.minus.com/iDdcwmFilG9s8.png
http://i.minus.com/ic7d1v8W6THA4.png
http://i.minus.com/i99z7ydYYvjWz.png
http://i.minus.com/ibzk7PLA9Vy4n6.png
http://i.minus.com/iNVebcO1ZRcrE.png
http://i.minus.com/ib2hJQfIRGNPu2.png
http://i.minus.com/ibq0KtLylHloEF.png
http://i.minus.com/ibmRXTj5WDQQe8.png (This one shows some of the rare edges it misses. But they don't seem to shimmer/crawl in motion)
http://i.minus.com/ibaUFCP52op7ZT.png (this one too)
http://i.minus.com/icgddaEyxhClC.png
http://i.minus.com/iZ9D2Dy0gzrHz.png
http://i.minus.com/ibtO5g9Z0QY4GA.png

Vs No AA
http://i.minus.com/iLSMSaHEQO91k.png
http://i.minus.com/ibzlhhHNeCq36N.png
http://i.minus.com/ibxPaTY2DheE9x.png
http://i.minus.com/ibqoIt7KsK75HT.png
http://i.minus.com/iEeCqvkg6hJFp.png
http://i.minus.com/iD9jIOZIFTUyW.png

Vs 3200x1800+4xFSAA+FXAA downsampled to 1600x900 (Edit-no SGSSAA set in inspector. Just plain in game 4xFSAA)
http://i.minus.com/ib2i4iJfzZPiIl.png
http://i.minus.com/ixp1FBkHnfkSC.png
http://i.minus.com/iJqo8GYsuqAPX.png
http://i.minus.com/iF1Jt9owQ7pd6.png
http://i.minus.com/ibik4CpiF75pyO.png
http://i.minus.com/iCkF9fw5HMra8.png


Vs 3200x1800+10C5 4xSGSSAA downsampled to 1600x900 (Edit-+in game 4xFSAA)
http://i.minus.com/ixNXBLOHAi2LT.png
http://i.minus.com/i4rnK4K5JHye6.png
http://i.minus.com/iLsgVWSwCimUy.png
http://i.minus.com/iBs1pnQIqbi93.png
http://i.minus.com/ibhtoQf2VE2y89.png
http://i.minus.com/iR9LKr35WhcvA.png
http://i.minus.com/iSI8tGa1wGBwi.png
http://i.minus.com/iV19b9OUrFCvF.png

Vs 2C5 8xSGSSAA (Edit-+4xFSAA in game)
http://i.minus.com/io04Od6CcNQgf.png

Vs 10C5 8xSGSSAA by itself (no FSAA)
http://i.minus.com/iWCqxxrpZ8eyr.png
http://i.minus.com/ibiJf2OjnTFLNJ.png


Edit 2: I'm experiencing something very bizarre. With 4xFSAA by itself it's behaving and looking very differently than it did before for some reason...

After testing it seems that the in game FSAA will behave differently if you have inspector set up with 4xMSAA and 4xSGSSAA even if you have it set to "Application controlled"! O________o
Before - inspector shot http://i.minus.com/ib1EBDJdnv9GGn.png
After - inspector shot http://i.minus.com/i6e39GDZMteJB.png

Before, App controlled 4xSGSSAA http://i.minus.com/i4X9o6SdCp2qK.png http://i.minus.com/ig44nObgzQCDJ.png

After, no MSAA/SGSSAA set http://i.minus.com/ibzKSGDbSafc2e.png http://i.minus.com/iuBTuidjz6i0y.jpg (last one had to be converted to JPG, PNG was somehow corrupt when I took the screenshot only capturing about 80% of the image. And the PNG was too big also. So I converted to JPG)

How strange!


Edit 3: *IMPORTANT* Upon further inspection and testing. 10C5 by itself does NOTHING. But 10C5 with 8xSGSSAA forced(override)+in game 4xFSAA is what yields the results ABOVE.
Inspector looks like such http://i.minus.com/ibwXqpz3UcmUOO.png


I used the demo for testing because it was easier to test with, without having to actually play the game to get varied locales.

SLIKnight
2013-10-19, 12:47:30
OK, forgive me for being a little confused.
You are saying that the "C5" flag only does something, if ingame FSAA is enabled?

In my testing any flag ending in "5" completely turns off AA.
Did you try just 8xSGSSAA forced using "0x000000C0" with ingame "4xFSAA" enabled?

MrBonk
2013-10-19, 13:18:43
C(or A)5 in the case of FFXIV 2.0 for example mitigates blur and doesn't harm AA quality beyond 4xSGSSAA.

Some games are just weird about that.

I was fairly flabbergasted when I discovered some of this tonight. It's just bizarre.

Especially the in game FSAA being somehow augmented by separate driver settings for different AA.



I'll try testing again tomorrow. Gotta sleep now.

SLIKnight
2013-10-19, 15:25:34
OK, goodnight then :)
I know "C5" flags in general can provide a sharper and non-blurry result in some games than "C1" flags.
I doubt all those extra bits in "0x084010C5" are needed for FEAR 2 though.

You might want to try driver-forced SGSSAA with "0x000000C4", combined with ingame 4xFSAA.
This should in theory provide the same IQ as your flag, but will perform better because the MRT AA bit isn't being used.
This bit isn't needed in FEAR 2, since the game doesn't use deferred rendering but just basic HDR.

MrBonk
2013-10-20, 10:37:35
C4 performance and image quality is the same.


This is an odd issue. Though, honestly it does work pretty well (Not perfect, but very good. 2x2 ogssaa+vanilla 4xFSAA+FXAA is good too and smooths over some edges better. But doesn't handle specular issues like SGSSAA+4xFSAA does.)

Edit: After checking, the retail version of the game seems to perform a bit differently.

C5 8xSGSAA+4xFSAA retail
http://i.minus.com/ihDY8hkydCpft.png

Retail no AA
http://i.minus.com/i9tIDcuDrGrDF.png

Retail 4xFSAA
http://i.minus.com/ibc5NrVwngzacD.png

Trying another flag in retail 0x000000C3 works about the same as C5 *8xSG+4xFS
http://i.minus.com/iVFKt3Q4WaM8A.png

Using 0x000020C0 in retail AA's everything very well, but the performance is abysmal. *8xSG+4xFS
http://i.minus.com/iqznvWop4TyCZ.png

Just 8xSGSSAA by itself with 20C0 results in the same performance hit and pretty much the same IQ and AA quality
http://i.minus.com/irsyMdR0B5hY0.png

0x000000C4 in Retail provides the same results as C5
*8xSG+4xFS
http://i.minus.com/iXF716FDGNQ8x.png



It seems at this point our best option is 0x000000C0 - SGSSAA+in game 4xFSAA+downsampling (+ potentially FXAA).

SLIKnight
2013-10-20, 13:17:28
C4 performance and image quality is the same.

Retail no AA
http://i.minus.com/i9tIDcuDrGrDF.png

Retail 4xFSAA
http://i.minus.com/ibc5NrVwngzacD.png

0x000000C4 in Retail provides the same results as C5
*8xSG+4xFS
http://i.minus.com/iXF716FDGNQ8x.png


Judging from those screens, it seems to me "0x000000C4" is the best compromise for SGSSAA in FEAR 2, as long as ingame FSAA is enabled.
"C0" or "2C0" is just too blurry IMO.
I will add this result to my "summary" post.
Great job MrBonk :biggrin:

SLIKnight
2013-10-20, 13:25:18
I have moved my summary post again: #5119 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9967669&postcount=5119)

SLIKnight
2013-10-20, 16:12:48
Hier mal ein Klassiker:

Star Wars Republic Commando
SGSSAA: 0x004010C1

Modifiziert auf 1920x1080, 102° FOV. Anleitung dafür: http://www.wsgf.org/dr/star-wars-republic-commando

http://abload.de/thumb/swrepubliccommandohrsc0.png (http://abload.de/image.php?img=swrepubliccommandohrsc0.png) http://abload.de/thumb/swrcnvidiainspectorw1qq9.jpg (http://abload.de/image.php?img=swrcnvidiainspectorw1qq9.jpg)

Could you please test, if SGSSAA still works with the AA flag set to "0x00000000", and perhaps do comparison screenshots with "0x004010C1"?

I've found a better flag for

Earth Defense Force Insect Armageddon
There is some performance hit,but worth it. And it still isn't perfect but an improvement.

Old flag 0x00001045 vs new flag 0x084012C3

Old 8xSGSSAA http://i.minus.com/ibxBkRa25xpsFY.png http://i.minus.com/ihlgsgGzfTo4n.png
New 8xSGSSAA http://i.minus.com/ibwDn3hisLxiay.png http://i.minus.com/iG7bdNDeK0aMA.png

Are you sure all those extra bits are necessary to achieve the improved AA quality?
Something simpler like "0x000010C1", "0x000012C1" or "0x004012C1" will most likely be enough.
Please test this, and then we can change the AA flag for Insect Armageddon based on your findings. :wink:

MrBonk
2013-10-21, 00:36:20
Oh well you know, I just sort of tend to add 84 in there with everything to cover all the bases.(8 usually is what helps in UE3 games at least for non 16:9 resolutions, and it's needed for AA at all in some games. I just like to keep all potential scenarios in mind. Same with the 4.)

Using 10C3 though is usually enough to cover most framebuffer formats in case it is needed too.

I will test again though.


It's a bit more difficult just eliminating just one function by memory because the "Tool" isn't working in 327.23 so I can't double check them.

SLIKnight
2013-10-21, 00:59:02
OK, but you can't really "play it safe", when it comes to AA bits or SLI profiles.
Either a certain bit is needed or not.

MrBonk
2013-10-21, 07:57:07
10C3(Same effect as C1 but with one other texture format covered)
8xSGSSAA and it doesn't work as well
http://i.minus.com/iAigOotdRFfiK.png

0x000012C1 seems to be the minimum
http://i.minus.com/i8IgVAXePt3Tl.png


Vs 84012C3
http://i.minus.com/ibwDn3hisLxiay.png

Vs 1045
http://i.minus.com/ibxBkRa25xpsFY.png

Teo_90
2013-10-21, 10:38:42
Does someone have any SLI Bits for Cabela's Dangerous Hunts, Hunting Edition 2013 or African Adventures? Otherwise 8xSGSSAA will not work due to performance issues because of using just one of my 2 GTX 780's. I have already tried to force it via AFR2 in the Nvidia Inspector, but it didn't worked so far.

4xSGSSAA is working @60FPS with 0x000012C1.

SLIKnight
2013-10-21, 13:53:52
I have moved the summary again: #5122 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9967933&postcount=5122)

Knacki99
2013-10-21, 17:03:52
Welche Bits braucht es für Codemasters F1 2013?

SLIKnight
2013-10-21, 17:18:09
Welche Bits braucht es für Codemasters F1 2013?

I believe this game is DX11 only, so there is no way of forcing/overriding AA due to the lack of working DX11 AA bits.
But you might want to vote for DX11 AA bits in the petition on the GeForce forums:
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/

SLIKnight
2013-10-21, 17:22:30
I recommend these changes to the AA lists:

1) "0x004012C1" should be added for SGSSAA in "F.E.A.R. 3": #3352 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9498257&postcount=3352)
2) "0x080010C1" should be added for SGSSAA in "S.K.I.L.L. - Special Force 2": #4974 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9929224&postcount=4974)
3) "0x000012C1" should be added for SGSSAA & OGSSAA in "Bionic Commando Rearmed": #4980 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9931258&postcount=4980)
4) "0x080010C1" should be added for SGSSAA in "Alien Rage": #4990 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9933326&postcount=4990)
5) "0x000000C1" should be added for MSAA, SGSSAA & OGSSAA in "Crazy Taxi": #4993 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9934395&postcount=4993)
6) This post should be added as a reference to the "Sonic the Hedgehog 4: Episode I & II" SGSSAA entry: #4998 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9937333&postcount=4998)
7) "0x000000C0" should be added for SGSSAA & OGSSAA in "Condemned: Criminal Origins": #5000 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9938413&postcount=5000)
8) "0x000000C1" should be added for SGSSAA in "Dark Void": #5031 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9943982&postcount=5031)
9) The MSAA flag for "Dead Space 1 & 2" should be changed to "0x00401045": #5035 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9946044&postcount=5035)
10) My STALKER series AA guide should be added as a reference to the "Stalker - Shadows of Chernobyl" SGSSAA entry: #5041 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9947736&postcount=5041)
11) "0x204002C1" should be added for SGSSAA in "The Wolf Among Us": #5080 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9958280&postcount=5080)
12) "0x000000C4" should be added for SGSSAA in "F.E.A.R. 2: Project Origin" (ingame 4xFSAA must be enabled): #5111 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9966104&postcount=5111)
13) The SGSSAA flag for "Earth Defense Force: Insect Armageddon" should be changed to "0x000012C1": #5117 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9967287&postcount=5117)

I think it is time to update the AA lists.
It has been close to a month since the last update, and there is alot of interesting information contained in the above points. :)

aufkrawall
2013-10-21, 17:49:15
Gonna update it today.

Edit: Almost at least.

CD-LABS
2013-10-22, 19:14:19
Kennt jemand ein Kompatibilitätsbit für The Swapper?
SGSSAA ist dort nämlich komplett wirkungslos, weder Framerate noch Bildqualität zeigen irgendeine Reaktion!

Gamecard: http://www.gog.com/game/the_swapper

aufkrawall
2013-10-22, 19:25:04
Ist OpenGL, musst also TrSSAA auswählen.
Obs dann gut lief, weiß ich aber gerade nicht. afair konnte man FXAA nicht ausschalten.

CD-LABS
2013-10-22, 20:40:24
Ist OpenGL, musst also TrSSAA auswählen.
Obs dann gut lief, weiß ich aber gerade nicht. afair konnte man FXAA nicht ausschalten.
Ich Idiot, hab ganz vergessen, dass das ja OpenGL-basiert ist...
Das gesamte Post-Prozessing schrenkt die Wirkung etwas ein, aber es funktioniert---daher vielen Dank!
*inDieEckeGehenUndSchämen*

MrBonk
2013-10-23, 10:40:30
Did some testing for Hydrophobia Prophecy. I found a better flag than the one listed but honestly. It still doesn't do a great job. And the performance is awful too.

Downsampling +FXAA+in game MLAA does a better job (Though still has a ton of issues), but performance isn't great with that either.

In the opening apartment scene at 3200x1800 with FXAA+MLAA i'm only getting about 20FPS.

MrBonk
2013-10-23, 11:20:14
Iron Brigade:

General Info: Turn off the SSAO in this game when forcing AA. It causes Aliasing issues.
_________________________________________
Minimum bit needed for -MSAA,SGSSAA- 0x004012C1
_______________________________________________

Pictures:
No AA http://i.minus.com/iNtkivRvXhKG2.png
8xMSAA http://i.minus.com/ixNXVs7vhXEQU.png
8xMSAA+in game FXAA http://i.minus.com/iAzGacHDCcor1.png
8xSGSSAA(Auto LOD) http://i.minus.com/iBSC93Mc5kr0u.png
3200x1800 4xMSAA+in game FXAA downsampled 1600x900 http://i.minus.com/ibowNPvc2FjVlT.png http://i.minus.com/iCfxT5OXIjsO7.png


Also: Has anyone tested AA for Just Cause and Just Cause 2?

SLIKnight
2013-10-24, 20:19:08
"Just Cause 2" is DX10-only, so that is a "no go" as far as forcing AA is concerned ;)
I use a combination of downsampling and "8xQ" MSAA ingame enhanced with TrSSAA in JC2 btw.
Enhancing with SGSSAA is pointless, since the MSAA is far from perfect in this game.
No idea about JC1 though, never tried that one.

Btw I have updated my tweaking guide for Far Cry 2 & 3, in case anyone is interested: #4636 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9869119&postcount=4636)

aufkrawall
2013-10-24, 20:21:38
Enhancing with SGSSAA is pointless, since the MSAA is far from perfect in this game.

I didn't find it pointless. Not great of course, but it looked definitely better to me without being very expensive.

SLIKnight
2013-10-24, 20:23:41
Ok, maybe "pointless" is putting it a little strong.
But I still prefer MSAA+TrSSAA and downsampling in JC2 :)

BR4DDERS
2013-10-25, 10:25:41
The "0x080000C1" Batman Asylum/City flag works for Batman Arkham Origin as well but there is a white line around parts of Batman, It goes away when you disable dynamic shadows.

Does any one know a SGSSAA flag that would remove it

No AA:

http://i.imgur.com/Xx9csKGs.jpg (http://i.imgur.com/Xx9csKG.jpg)

8x SGSSAA:

http://i.imgur.com/CiBggKrs.jpg (http://i.imgur.com/CiBggKr.jpg)

8x SGSSAA, no dynamic shadows:

http://i.imgur.com/5MWpAczs.jpg (http://i.imgur.com/5MWpAcz.jpg)

SLIKnight
2013-10-25, 14:42:15
Nice to see a new UE3 game like B:AO still has a DX9 renderer, I wish that was the case with BioShock: Infinite ;)

I have actually seen this before in older UE3 games with forced MSAA.
But that was back in 2007 with low quality AA flags like "0x000100C5" or something like that.
Also in "Gothic 3" with forced MSAA you need to use "0x20001241", as "1241" alone also causes white edges around grass etc.

Perhaps "0x280000C1", "0x080002C1" or "0x084000C1" can fix the SGSSAA problem in B:AO?

BR4DDERS
2013-10-25, 15:45:04
Nice to see a new UE3 game like B:AO still has a DX9 renderer, I wish that was the case with BioShock: Infinite ;)

I have actually seen this before in older UE3 games with forced MSAA.
But that was back in 2007 with low quality AA flags like "0x000100C5" or something like that.
Also in "Gothic 3" with forced MSAA you need to use "0x20001241", as "1241" alone also causes white edges around grass etc.

Perhaps "0x280000C1", "0x080002C1" or "0x084000C1" can fix the SGSSAA problem in B:AO?

I have tried them but it is still there, I am not to fussed though with having dynamic shadows off. Its always nighttime and you forget they are not there once you are playing.

SLIKnight
2013-10-25, 17:34:53
OK, not much to do then. :)
But this is a little strange, since many UE3 games use dynamic shadows without suffering from this issue with SGSSAA.

Gast
2013-10-25, 21:36:59
WRC 4 - AA bits: 0x000012C0 - SGSSAA

http://abload.de/thumb/wrc40x00000000ptsrh.png (http://abload.de/image.php?img=wrc40x00000000ptsrh.png) http://abload.de/thumb/wrc40x000012c0vusi6.png (http://abload.de/image.php?img=wrc40x000012c0vusi6.png)

MrBonk
2013-10-25, 23:13:12
Why not try 0x084002C3 see if that works.

also: Just Cause works forcing AA without a flag but performance isn't terribly great.

As well

DR2 and DR2 OTR Please.
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9946581&postcount=5037 (I have tested both games to make sure the flag works fine for both. Just remember to disable the in-game Blur option)


Flashback http://forums.guru3d.com/showpost.php?p=4669631&postcount=1454 (0x080000C1 seems to be minimum.) http://forums.guru3d.com/showpost.php?p=4667705&postcount=1452

Does anyone have the full game to test with?

SLIKnight
2013-10-26, 01:35:10
Why not try 0x084002C3 see if that works.


BR4DDERS already tried the individual bits in that flag for B:AO, and it didn't fix the dynamic shadows problem.
Combining something that doesn't work, won't make it any better ;)
Your best option in B:AO is to use "0x080000C1" and turn off dynamic shadows.


Just Cause works forcing AA without a flag but performance isn't terribly great.


Cool, but doesn't JC1 have an ingame AA setting you can enhance?
Never played it, so i'm just asking out of curiosity.


Flashback http://forums.guru3d.com/showpost.php?p=4667705&postcount=1452


No offense, but those screens look terrible because of the ingame FXAA.
Unless you can find some way of disabling that, then I don't think "Flashback" should be added to the AA list.
Forcing something wonderful like SGSSAA on top of something terrible like FXAA really seems like a bad idea IMO.

MrBonk
2013-10-26, 02:18:09
No, JC doesn't have any AA options. For a game of it's time, it's pretty bare bones for a PC game.


And regards to FB, there was no way to confirm it completely. But it sure looked like it in the Demo.

The other guy didn't say whether he tested the Full game or the Demo. The demo also didn't allow resolutions above 1080p but the full game does apparently.


I may have to buy the game for 10$ just to find out..


And Batman, on Nvidia's shots they show in their tweaking article are clearly downsampled (The 4k native shots look super aliased) with something else and they were supposed to have apparently improved MSAA quality but people are saying TXAA by extension doesn't seem to work correctly.

RalHe
2013-10-26, 12:25:43
WRC 4 - AA bits: 0x000012C0 - SGSSAA

http://abload.de/thumb/wrc40x00000000ptsrh.png (http://abload.de/image.php?img=wrc40x00000000ptsrh.png) http://abload.de/thumb/wrc40x000012c0vusi6.png (http://abload.de/image.php?img=wrc40x000012c0vusi6.png)


SGSSAA greift bei mir nicht...
Hast Du einen Screenshot mit Einstellungen Deines Inspector Profil?

Funktioniert:
Hab Ingame 4x AA (mehr geht Ingame nicht) und über Inspector 4x Sparse dann gehts über erweitert..
Hätte aber gerne 8x SGSSAA...:D

Gast
2013-10-26, 13:57:46
WRC 4 - FSAA=OFF
http://abload.de/thumb/wrc4profilexsu8z.png (http://abload.de/image.php?img=wrc4profilexsu8z.png)

Skinner.
2013-10-26, 19:18:48
I tested "0x080000C1" successfully for SGSSAA in Batman: Arkham Asylum and Batman: Arkham City.
In both games I set maximum settings in the "Launcher", and then perform various .ini tweaks.
The purpose of the tweaks is to reduce stuttering and stabilize FPS, and at the same time increase image quality:





As indicated, these tweaks should be applied to ALL "engine" and "input" .ini files.
DefaultEngine.ini and DefaultInput.ini can be found in the game directory for both games, while the rest of the .ini files are located in "My Documents".


Thanks for this. Not only it removes the last pieces of blurr (who invented it anyway :D ??), but it also allow me enhancing to sgssaa without the red'ish tint in dx11. (alltough it's debatable that dx11 provide any IQ gain.) But AC en the new AO looking the way I want it now :)

SLIKnight
2013-10-27, 02:26:51
Thanks for this. Not only it removes the last pieces of blurr (who invented it anyway :D ??), but it also allow me enhancing to sgssaa without the red'ish tint in dx11. (alltough it's debatable that dx11 provide any IQ gain.) But AC en the new AO looking the way I want it now :)

Sure, but I optimized those settings for DX9 with driver-forced SGSSAA in B:AA+AC.
The DX11 implementation in B:AC is a joke IMO :wink:

Skinner.
2013-10-27, 02:31:00
Sure, but I optimized those settings for DX9 with driver-forced SGSSAA in B:AA+AC.
The DX11 implementation in B:AC is a joke IMO :wink:

You mean invisible, but framerate crushing tessellation and such things :D
Yes I don't think it offers much extra besides some exotic almost not visible things.

MrBonk
2013-10-27, 03:56:46
I guess AA'ing Legend of Grimrock is impossible. I tried every flag I combination I could think of by memory and every flag in the driver.

DS+FXAA looks great. But the UI shrinks :(

SLIKnight
2013-10-27, 12:27:46
Has the "black" bug been fixed for enhanced SGSSAA in BF3 in "331.58"?
I haven't played BF3 for a while, so didn't check in the latest couple of drivers.

aufkrawall
2013-10-27, 13:05:26
Has been fixed some months ago.

SLIKnight
2013-10-27, 14:34:27
Thx :)
I have been so busy testing SGSSAA and SLI profiles and tweaking, that I haven't been playing BF3 for a long time.

S.V.K.
2013-10-28, 16:50:02
Gibt es einen Trick um bei Rome 2 AA zu erzwingen?

CrimsoN
2013-10-28, 18:19:04
Also für sanctum 2 greifen die 0x080000C1 Bits !

InGame MSAA muss aus sein und Bloom auch !

http://abload.de/img/sanctum2dxrht.jpg (http://abload.de/image.php?img=sanctum2dxrht.jpg)

http://abload.de/img/sanctumgame-win32-shitnd3y.png (http://abload.de/image.php?img=sanctumgame-win32-shitnd3y.png)

SLIKnight
2013-10-29, 01:51:02
I have been doing some more testing with BF3.
Enhanced SGSSAA really looks bad in this game IMO, even with driver controlled LOD bias disabled.
Although I get very nice performance at 2880x1800 with 4xMSAA+4xSGSSAA+PostAA=Off, I simply don't like the result visually.

I have written a small AA tweaking guide for BF3, and appended it to the bottom of my "Rising Storm/ArmA 2" SGSSAA post: #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)

In BF4 I will definitively be using something like ingame 2x2 OGSSAA, unless we get DX11 AA bits of course ;)
Ingame MSAA or enhanced SGSSAA on its own is a disaster in Frostbite 2/3.

CrimsoN
2013-10-29, 01:56:32
I have been doing some more testing with BF3.
Enhanced SGSSAA really looks bad in this game IMO, even with driver controlled LOD bias disabled.
Although I get very nice performance at 2880x1800 with 4xMSAA+4xSGSSAA+PostAA=Off, I simply don't like the result visually.

I have written a small AA tweaking guide for BF3, and appended it to the bottom of my "Rising Storm/ArmA 2" SGSSAA post: #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)

In BF4 I will definitively be using something like ingame 2x2 OGSSAA, unless we get DX11 AA bits of course ;)
Ingame MSAA or enhanced SGSSAA on its own is a disaster in Frostbite 2/3.

BF3 bekommt man nicht mal DS+MSAA+FXAA+SMAA glatt, das Flimmert immer wie die Seuche.

Aber immer hin hat Bf4 eingame OGSSAA was zwar auch nicht das ware ist, mir wäre besser MSAA/CSAA lieber gewessen aber gut ^^

aufkrawall
2013-10-29, 02:00:38
Joa. Spiele es momentan zugunsten hoher fps im MP mit 125% Auflösung + FXAA.

SLIKnight
2013-10-29, 02:06:26
Indeed, we badly need something like driver-forced 8xSGSSAA in BF3/4.
This should run very well at 1080P or 1200P on a modern SLI setup ;)

CrimsoN
2013-10-29, 02:39:58
Joa. Spiele es momentan zugunsten hoher fps im MP mit 125% Auflösung + FXAA.

Also wenn das noch stimmt bei 2xGTX670OC nur mit 125% plus FXAA ?
Da geht doch mehr ? Selbst ich konnte die Beta schon mit MSAA plus 1xx% mit SweetFX sehr gut spielen.

Hier mal was anders gibt noch irrgen eine Metode um in WoT mal Kantenglättung hin zu bekommen ? Ich verzeifen hier langsam, habe echt alles versucht was :mad:

MrBonk
2013-10-29, 05:10:17
Yeah the AA in BF4 is pretty horrible. You have to downsample from obscene unplayable resolutions to get decent quality.


I can't wait to see how horrible the 720p "next gen" console versions look.

aufkrawall
2013-10-29, 10:39:36
Also wenn das noch stimmt bei 2xGTX670OC nur mit 125% plus FXAA ?
Da geht doch mehr ? Selbst ich konnte die Beta schon mit MSAA plus 1xx% mit SweetFX sehr gut spielen.

Geht schon, die Kackengine braucht dann aber mehr als 2GB VRAM.
Schon bei 150% gibts Stocker. Crysis 3 läuft in 4k deutlich besser. :freak:

CrimsoN
2013-10-29, 11:18:30
Geht schon, die Kackengine braucht dann aber mehr als 2GB VRAM.
Schon bei 150% gibts Stocker. Crysis 3 läuft in 4k deutlich besser. :freak:

Deswegen hab ich mir auch eine 4GB Karte geholt hehe ^^

aufkrawall
2013-10-29, 11:58:56
Das war mir bei zwei Karten zu teuer bzw. der Mehrwert zu gering.
Bisher jedenfalls haben die 2GB immer gereicht. Höhere fps sind im MP auch nicht von Nachteil.

SLIKnight
2013-10-29, 12:44:52
Geht schon, die Kackengine braucht dann aber mehr als 2GB VRAM.
Schon bei 150% gibts Stocker. Crysis 3 läuft in 4k deutlich besser. :freak:

What about using driver downsampling instead in BF4?
How does that perform compared to ingame OGSSAA?

How much VRAM does BF4 use at 3840x2160 (or 200% OGSSAA) without MSAA?

SLIKnight
2013-10-29, 13:26:20
I found the answer to my own question here (look at the post by "ph33x" near the bottom of the page):
http://battlelog.battlefield.com/bf3/fr/forum/threadview/2955065670108039658/3/#!/bf3/fr/forum/threadview/2955065670108039658/3/

It seems the 3 GB VRAM "recommendation" is not completely wrong afterall.
But I still suspect most users will run out of performance before they run out of VRAM in BF4.

hellibelli
2013-10-29, 23:24:42
Wo finde ich im Inspector das Profil von ENSLAVED Odyssey to the West??? Finde es dort nicht?

Woklbokl
2013-10-30, 03:05:06
Wo finde ich im Inspector das Profil von ENSLAVED Odyssey to the West??? Finde es dort nicht?

Gibt noch keins.
Musst selbst eins anlegen und die .exe hinzufügen.

MrBonk
2013-10-30, 03:41:50
Enslaved has been confirmed to work fine without too much blurring with 0x000002C5

http://forums.guru3d.com/showthread.php?t=357956&page=61
(Read from post 1505 onward)
______________________________________________




Nights into Dreams

__________________________________________________

General Information:
You need to make a driver profile and add "nights.exe" to it first.
Forcing AA with no bits just results in a black screen. And the Saturn mode has to be set to "Full Screen" instead of "Wallpaper" in order for AA to work (Probably again because of the driver being unable to AA textures smaller than the primary flip chain) other wise the game doesn't render characters/polygons
____________________________________________________

0x000002C1 - SGSSAA,OGSSAA,OGSSAA Hybrid(+-SGSSAA)

_________________________________________

Pictures:

No AA http://i.minus.com/iB9hrJOvOJPI1.png http://i.minus.com/iumGfiU31XdT4.png
8xSGSSAA http://i.minus.com/ibp2mA4IOgoZ7w.png http://i.minus.com/ijmRPv1QlMo85.png http://i.minus.com/iQI4biw4VxIPo.png
4x4 OGSSAA http://i.minus.com/inhRyqUY5anew.png http://i.minus.com/ibqjcuLt5WPPp.png
32xS+8xSGSSAA http://i.minus.com/ibvObAQS9uMSR3.png http://i.minus.com/ibj7botmQkdSW5.png
3200x1800+4xSGSSAA downsampled 1600x900 http://i.minus.com/izsVfGe3VFQrt.png http://i.minus.com/idPIADo8IR7Tq.png


*30FPS cap is built into the game*

hellibelli
2013-10-30, 13:55:41
Alles klar... dann werde ich mal selbst ein Profil erstellen.
Danke für die schnelle Antwort!!!

CrimsoN
2013-10-30, 15:47:11
What about using driver downsampling instead in BF4?
How does that perform compared to ingame OGSSAA?

How much VRAM does BF4 use at 3840x2160 (or 200% OGSSAA) without MSAA?

Dude XD
http://www.pcgameshardware.de/Battlefield-4-PC-238749/Tests/Battlefield-4-Beta-Screenshots-mit-5760x3600-Pixeln-8-GiByte-Grafikkarte-dringend-benoetigt-1091236/

QuadReaktor
2013-10-30, 17:25:42
Gibt es ne Möglichkeit Slender the Arrival (http://store.steampowered.com/app/252330/) zu glätten, bzw Bits ? (Unity Engine)

SLIKnight
2013-10-30, 18:14:22
The AA flag "0x004000C1" works for SGSSAA in "Rochard" and "Kerbal Space Program", both of which use the Unity engine.
You might want to try that for "Slender: The Arrival", provided the game has a DX9 renderer.
I have no idea if that is the case?

SLIKnight
2013-10-30, 18:25:38
Please disregard this post.

QuadReaktor
2013-10-30, 22:06:10
The AA flag "0x004000C1" works for SGSSAA in "Rochard" and "Kerbal Space Program", both of which use the Unity engine.
You might want to try that for "Slender: The Arrival", provided the game has a DX9 renderer.
I have no idea if that is the case?

It works, but the Performance at 4xsgssaa is terribly ! Now use SweetFX & DS But Thanks.

SLIKnight
2013-10-30, 23:12:12
Could you perhaps post some comparison screenshots with AA off and 4xSGSSAA forced?
Then we can add "Slender: The Arrival" to the AA list.

Gast
2013-10-31, 09:00:50
For Deadly Premonition: The Director's Cut, 0x004010C1 can be used. Bloom and DoF are not covered, however, and shimmer.

Disconnected
2013-10-31, 15:41:15
Ich habe mal eine allgemeine Verständnisfrage zum Punkt Transparency Supersampling: Wenn ich (2x, 4x, 8x) Sparse Grid Modi auswähle, bekomme ich FSAA, bei Supersampling (2x, 4x, 8x) werden nur die Alphatexturen erfasst, richtig? Welche Auswirkung hat die Einstellung Supersampling ohne Wert? Nimmt er dann den Wert vom eingestellten MSAA?

MrBonk
2013-10-31, 21:30:30
For Deadly Premonition: The Director's Cut, 0x004010C1 can be used. Bloom and DoF are not covered, however, and shimmer.

Is this with Durante's resolution mod?

Also: Try 4032C3 instead to see if that gets the DoF and Bloom:smile:

Gast
2013-10-31, 21:55:27
LEGO Marvel Super Heroes - AA Bits: 0x004010C1 - SGSSAA, OGSSAA

32xSSAA
http://abload.de/thumb/legomarvel0x004010c11tp3e.png (http://abload.de/image.php?img=legomarvel0x004010c11tp3e.png) http://abload.de/thumb/legomarvel0x000000002tqnd.png (http://abload.de/image.php?img=legomarvel0x000000002tqnd.png)

MrBonk
2013-10-31, 23:03:15
I just got Pac-Man and the Ghostly adventures. Will be testing!

MrBonk
2013-11-01, 08:58:47
Pac-Man and The Ghostly Adventures

General Information:
_____________________________

You need to create a driver profile and add "PACMAN.EXE" to it for this to work.

This game runs on the Vicious Engine 2, the same engine that powered Earth Defense Force Insect Armageddon. And this also means it suffers some of the same issues as that game.

Built in 30FPS cap.
Scant video options.
Low res, ugly flickering SSAO.
Low res, ugly flickering shadow maps.
All cfg files are encrypted.(Making fixing these issues impossible)


And it gets better-
Game will not run at anything higher than 2560x1440. If you change it to a higher resolution than that in game, then it crashes. And it will crash on startup every time after that. The only way to fix it is to edit registry files to change the resolution back to one that works.

The key is located at "HKEY_CURRENT_USER\Software\Monkey Bar Games\PacMan\Settings"
And it looks like this http://i.minus.com/izc9WQGqBjFwK.png

The game also suffers from 1px width outlines around the screen when forcing AA. SweetFX border shader is needed to fix.
http://i.minus.com/ibdnyaEjv9TYPP.png
http://i.minus.com/ikCzgdFkGios3.png


Any kind of OSD or framerate display tool doesn't work at all beyond the first few seconds of the game booting up. It will display for about 3 or 4 seconds and then disappear. This happened both with FRAPS and Afterburner for me.

The SSAO is of subpar quality and causes many of the same issues it did in Insect Armageddon. Aliasing,crawling,haloing,flickering even what seems to be some banding on some surfaces
http://i.minus.com/iqMCBOvUhObT3.png

The LoD is very aggressive, obviously due to console limitation. Luckily it's not terribly noticable.

Not even 8xSGSSAA can get all aliasing unfortunately. The stuff that remains can only be conquered largely by using the shader supersampling bit. However that causes a catastrophic framerate drop into the teens (10-20 or less range).

Downsampling at 1440p with 4xSGSSAA+FXAA leads to very good results too though with nary the framerate issue. It doesn't get 100% of everything(Mostly some minor specular stuff here and there) but it looks great.
_______________________________________________________________

0x000012C1 (32C1 if you have crazy GPU) - SGSSAA
______________________________________________________

Pictures:
NoAA http://i.minus.com/irf6HRVcytnZH.png http://i.minus.com/ib0YrMxZmird0D.png http://i.minus.com/iW3Wuof1jv7Pf.png
12C1 8xSGSSAA http://i.minus.com/icVaf7t16dS3d.png http://i.minus.com/iQtLhs2nursj8.png http://i.minus.com/ib0TGIfvQHMaiI.png
32C1 8xSGSSAA http://i.minus.com/ibhyhWqWjeECxG.png http://i.minus.com/ibfVs1WFUYAuP2.png http://i.minus.com/ibkgi5PSGhrDjB.png
2560x1440 12C1 4xSGSSAA +FXAA downsampled to 1600x900 http://i.minus.com/ijFOUof76H8sn.png http://i.minus.com/ijxP7jxEgBcRJ.png http://i.minus.com/i7IDbOIOnsh1j.png
___________

Gast
2013-11-01, 14:25:19
Is this with Durante's resolution mod?With or without. Best to not use it at the moment, as it removes all normal maps.
0x004030C1 seems to fix/reduce bloom and DoF shimmering.

MrBonk
2013-11-01, 21:56:39
Does the difference show in screens?

MrBonk
2013-11-02, 01:25:37
King's Bounty The Legend
(Also Crossworlds,Armored Princess)


General Information:
________________________
This game runs 16:10 letterboxed it seems no matter what the resolution(Except for 16:10 resolutions). Which also means AA can only be forced at 16:10 resolutions (The whole "can't aa textures smaller than primary flip chain" thing).

I ended up just doing 1440x900 for my 1600x900 monitor and it was letterboxed all the same as it was at native. But AA was forceable.(Which is what we want)

Also the UI doesn't scale with resolution so you can downsample from a resolution proportional to whatever 16:10 resolution you are running if needed. Which is nice, improves IQ pretty well.


The In-Game AA seems to work decently, but blurs a lot of the UI for some reason

I am also assuming that everything here applies to it and it's two expansions as well. Crossworlds and Armored(Amoured for our European friends here) Princess
_____________________________________________

0x000002C1- SGSSAA,OGSSAA,OGSSAA-Hybrid(+-SGSSAA)
0x000032C1- MSAA,TrSSAA
____________________________
Pictures:
NoAA http://i.minus.com/iLbL91cZZoi1C.png http://i.minus.com/i5cL7DQSEUsVo.png http://i.minus.com/iL1iOUsdkKSCQ.png http://i.minus.com/iFDBXvtQaQOMy.png
In Game AA http://i.minus.com/iAAb0VROPs3mW.png http://i.minus.com/ibo5oD7KJcE4qk.png
2C1 8xSGSSAA http://i.minus.com/irOawyLErN8Z7.png http://i.minus.com/ibdHPKSuH04kWp.png
2C1 4x4 OGSSAA http://i.minus.com/ilotno8xD5ckB.png http://i.minus.com/iThTI1pr007ni.png http://i.minus.com/iTBQMdb4JXoXZ.png
2C1 32xS+8xSGSSAA http://i.minus.com/iTLCQXNTOvkFz.png http://i.minus.com/iizE0dF2wBGUc.png http://i.minus.com/iVXKb20d4KMCV.png
32C1 8xMSAA+8xTrSSAA http://i.minus.com/isoMqjaUy6Hqs.png http://i.minus.com/is94fmWzatelb.png http://i.minus.com/ibfcOU26EFzeIV.png
Vs 2C1 8xMSAA+8xTrSSAA http://i.minus.com/ibhC5eTSNb5ASa.png http://i.minus.com/iv14P758uUr6g.png http://i.minus.com/i6jhGgIkPxUs9.png (Notice edges around lighting/outline effects are much poorer)

RMA
2013-11-03, 15:33:57
Kann mal wer 'nen DAU-Screenshot vom Inspector posten, wie man ein OpenGL-Spiel für bestmögliches AA aufsetzt? Verzweifle hier gerade an Amnesia... wieso hat das eigentlich kein eigenes Treiberprofil?

SLIKnight
2013-11-03, 17:53:39
In most older OpenGL games (Doom 3, Prey, Quake 4, Quake Wars etc.), you can just enable ingame MSAA and then enhance this with TrSSAA in the driver profile.
4xMSAA+4xTrSSAA in OpenGL is equivalent to 4xMSAA+4xSGSSAA in DX9+.

In "Amnesia: The Dark Descent" your best bet is downsampling plus driver FXAA (disable the ingame "Edge Smoothing" option).
Unfortunately Amnesia doesn't have a driver profile, so you will have to create one yourself using either the SLI profile tool or Inspector.

Edit:

I created a driver profile a long time ago for Amnesia with SLI set to "Single GPU" and FXAA enabled: #772 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9604849&postcount=772)
I am still using this profile with 1.5x1.5 downsampling (2880x1800@1920x1200@60Hz) in the latest 331.65 WHQL driver without any issues.
Please ignore the PKHD profile in that post though, it is obsolete by now.

SLIKnight
2013-11-03, 21:42:55
Guys, I have a question regarding texture memory usage and AA in BF4.
When using 200% Supersampling and Ultra settings at 1920x1200, I get the "Out of Memory" error described by the guys at PC Games Hardware, when joining a server:
http://www.pcgameshardware.de/Battlefield-4-PC-238749/Tests/Battlefield-4-Beta-Screenshots-mit-5760x3600-Pixeln-8-GiByte-Grafikkarte-dringend-benoetigt-1091236/

This can be fixed by simply disabling MSAA, which would suggest it is some kind of VRAM limitation.
I am however not completely convinced of this, since I have never had BF3 crash like this even when approaching my full VRAM amount.
Any ideas?

aufkrawall
2013-11-03, 21:51:35
It's the VRAM, memory mangement of Frostbite 3 seems to be very badly optimized compared to Cryengine 3.
I can play Crysis 3 in 4k with 2GB and without real trouble. This is not possible with BF4. And often it doesn't even come visually close to C3...

SLIKnight
2013-11-03, 22:06:39
That is what I suspected.
Strange, because Frostbite 2 has such great memory management.
In BF3, you can use very close to your maximum VRAM, with very little stuttering or other issues.
Maybe some patches will improve upon this down the road in BF4?

Completely agree about Crysis 3, played some C3 SP yesterday.
IMO nothing comes close to it visually, even with the less than perfect AA.
BF4 isn't that great visually, it especially lacks the beautiful POM and reflections of CryEngine.

aufkrawall
2013-11-03, 22:11:59
That is what I suspected.
Strange, because Frostbite 2 has such great memory management.
In BF3, you can use very close to your maximum VRAM, with very little stuttering or other issues.

My experience was different.
I had stuttering on caspian border with a 560 Ti 1GB in 1280x1024. I found this somewhat poor. Stuttering disappeared with a 570 and ~250MB more VRAM.


Completely agree about Crysis 3, played some C3 SP yesterday.
IMO nothing comes close to it visually, even with the less than perfect AA.
BF4 isn't that great visually, it especially lacks the beautiful POM and reflections of CryEngine.
I was missing the great dynamic lighting, ambient occlusion and shadows of C3 in BF4. :redface:

SLIKnight
2013-11-03, 22:19:48
My experience was different.
I had stuttering on caspian border with a 560 Ti 1GB in 1280x1024. I found this somewhat poor. Stuttering disappeared with a 570 and ~250MB more VRAM.


Well, I had my 480 GTX's when BF3 came out, with 1.5 GB VRAM.
This was more than plenty for Ultra settings at 1200P.
My point is, BF3 NEVER crashed on me because of VRAM usage.
Not even at 2880x1800 with Ultra settings, which uses much more than 1.5 GB VRAM.
Reduce settings slightly, and even 1.5-2 GB is plenty at that resolution in BF3.


I was missing the great dynamic lighting, ambient occlusion and shadows of C3 in BF4. :redface:

And the fantastic grass animations ;)

MrBonk
2013-11-04, 02:10:05
No reflections in water or other stuff either in BF4 too. Bunch of low res cube maps.

A ton of aliasing issues too. Texturing seems pretty inconsistent too.

SLIKnight
2013-11-04, 02:15:46
And no fancy water tessellation either in BF4 ;)
But overall i'm pretty happy with 200% Supersampling (equivalent to 4xSSAA) and PostAA=Low.
MSAA makes virtually no difference visually, only increases VRAM usage.
And PostAA higher than "Low" causes some ugly texture blurring.

But let us be honest, BF4 is a big 64 player MP game.
You can't really expect the same level of IQ as Crysis 3.

MrBonk
2013-11-04, 04:16:16
yeah, but Aliasing is important when you just play it for the SP :p (When you get it on sale for cheap down the road)

SLIKnight
2013-11-04, 13:46:07
Aliasing is ALWAYS important, whether you are playing SP or MP.
But there is nothing you can do about the MSAA quality in BF4.
Ingame SSAA or downsampling is the only way to go ;)
We badly need the DX11 AA bits by now.

Personally I have never played a second of SP in a Battlefield game.
For me it is all about the multiplayer.

Gast
2013-11-04, 21:41:56
is there any list with AO bits?

MrBonk
2013-11-05, 08:37:40
I can't take BF games in MP seriously after Bad Company 2's horrible netcode and BF3's non-existent gun balance.(As well some instances of horrible netcode).

But, that's a discussion for another time and I play MP games like that extremely seriously. So i'm a bit different than the average person.

MrBonk
2013-11-06, 11:09:34
Pinball Arcade
Steam store link http://store.steampowered.com/app/238260/?snr=1_4_4__tab-NewReleasesFilteredDLC_1


General Information:
The game seems to not use Mipmaps or something, because the base texture for table backgrounds flicker/shimmer when the camera moves away from the table or zooms out much at all.

4x4 OGSSAA and downsampling help a bit with it. But not completely. It's not terribly annoying, but an issue none the less. I posted on the Steam forum asking the devs if they can fix it or what.

20C1 is higher quality in motion than 00C1. But is slightly more demanding. But I could downsample from 1440p with 4xSGSSAA with no problems hitting 60FPS
________________________________________

0x000020C1 - SGSSAA,OGSSAA,OGSSAA-Hybrid(+-SGSSAA)
________________________________________________________
Pictures:

NoAA http://i.minus.com/ib2zF0crK1BySY.png
8xMSAA In Game http://i.minus.com/ibytGKsqLzPlfQ.png
8xSGSSAA Enhanced http://i.minus.com/ijYDSoGKU4QTy.png
20C1 8xSGSSAA http://i.minus.com/iSmSv8XtMmUlO.png
4x4 OGSSAA http://i.minus.com/ibfeuYKs5mSA4x.png
16xS http://i.minus.com/ix0EzQsPYuVCH.png
16xS+4xSGSSAA http://i.minus.com/iEMrLiZDfxR6P.png

phoenix887
2013-11-06, 18:27:37
Hallo,

Meine mich zu erinnern, mal Bits hier gelesen zu haben zu Brothers - a Tale of two Sons.

Finde allerdings auf Seite 1 nichts, oder täusche ich mich?

Deisi
2013-11-07, 09:12:59
Hallo,

Meine mich zu erinnern, mal Bits hier gelesen zu haben zu Brothers - a Tale of two Sons.

Finde allerdings auf Seite 1 nichts, oder täusche ich mich?

Für Brothers gehen folgende AA Bits: 0x080000C1

SLIKnight
2013-11-07, 18:28:58
I have moved my summary post: #5236 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10016504&postcount=5236)

MrBonk
2013-11-07, 23:43:32
The 32C1 screenshot for Pac-Man is a lot smoother in on the edges.

But 12C1 is more than good enough :p

SLIKnight
2013-11-08, 00:54:06
On closer inspection, I think you might be right :)

MrBonk
2013-11-08, 04:29:51
Yeah, it's not necessarily a hugely apparent thing but it is there.

Either way, 12C1 is good. :p Combine that with some downsampling and it looks great.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||



Poker Night at The Inventory

0x000000C1 - SGSSAA,OGSSAA,OGSSAA-Hybrid(+-SGSSAA)
______________________________________________________
Pictures:

No AA http://i.minus.com/ibwYX0XJLtpd3u.png http://i.minus.com/iJoW4HD1qYtvF.png
In Game AA High http://i.minus.com/ibuRlR8eTzslbQ.png http://i.minus.com/iYEtKkI3lhjPV.png
C1 8xSGSSAA http://i.minus.com/iboEuIT8oI9o0Z.png http://i.minus.com/iUvENUq4egA5G.png
In Game AA High @ 3200x1800 downsampled 1600x900 http://i.minus.com/ibdLyGtLczeWzI.png http://i.minus.com/ibhHEKaj7aumqE.png


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



Poker Night at The Inventory 2

0x004002C1 -SGSSAA
0x004022C1 -MSAA
_______________________________________
Pictures:

No AA http://i.minus.com/igyInAVRiGrUr.png
0x004002C1 8xSGSSAA http://i.minus.com/i2Nj3NGX2CreI.png
0x004002C1 8xQ MSAA http://i.minus.com/ibhtrO4hlYYRw2.png
0x004022C1 8xQ MSAA http://i.minus.com/iXHwY3oJNEX97.png
In Game AA+DriverFXAA @3200x1800 downsampled 1600x900 http://i.minus.com/iotG865utdO9w.png

phoenix887
2013-11-08, 11:20:41
Für Brothers gehen folgende AA Bits: 0x080000C1

Alles klar danke

Seph
2013-11-09, 11:52:59
Hallo,

versuche gerade die Bits einzustellen für Outlast. Wie müsste ich denn da den LOD Bias konfigurieren bei 2xMSAA und 2xSGSAA. Oder ist das automatisch und ich stelle gar nichts ein?

aufkrawall
2013-11-09, 11:57:52
Steht im Startpost. ;)
-0.375.

Seph
2013-11-09, 14:59:20
OK, danke. Was genau macht das eigentlich?

SLIKnight
2013-11-12, 18:07:20
I know it has nothing to do with AA in any way, but still thought I would share this hilarious "review" of CoD Ghosts singleplayer:
http://www.cinemablend.com/games/Call-Duty-Ghosts-Single-Player-Review-Logan-Do-Things-60458.html

I'm currently waiting on a Corsair 12 GB RAM set I ordered (3x4 GB kit (http://www.corsair.com/cmp12gx3m3a1600c9.html)), to replace my current 6 GB set (3x2 GB kit (http://www.corsair.com/tr3x6g1600c8d.html)), since 64-bit BF4 really benefits from as much system RAM as possible.
BF4 might have its bugs and crashes at the moment, but I am absolutely confident they will be fixed by the time the first DLC comes out (December 3 if I remember correctly).

Call of Duty on the other hand needs to be put out of its misery IMO :freak:

CD-LABS
2013-11-12, 20:22:03
Battle Worlds Kronos (Unity Engine) erschafft mit und ohne 0x004000C1 ein gut geglättetes Bild, das aber leider keiner LOD-Verschiebung unterliegt.
Aber auch ohne SSAA sind LOD-Verschiebungen nicht möglich...
Auch das Abstellen des Ingame-MSAAs ändert nichts daran.
LOD-Schalter sind in gewöhnlicher Postition, daran kanns also auch nicht liegen!

aufkrawall
2013-11-12, 20:29:29
Sicher? Kannst du vielleicht zwei Vergleichsbilder posten, die exakt den gleichen Inhalt zeigen?

CD-LABS
2013-11-13, 23:41:41
Ziemlich sicher!
Hier die Bilder, im Anhang die Inspector-Configuration!
http://abload.de/image.php?img=battleworldskronos201bmior.png
http://abload.de/image.php?img=battleworldskronos201pvewo.png

Sollte ich irgendetwas offensichtliches übersehen haben, dann würde es mich sogar ausnahmsweise mal freuen! ;D

Blaire
2013-11-15, 01:20:12
Hilfe, das ist viel zu vermatscht. Versuch mal alternativ 4xTransparency Supersampling oder einen Mischmodus wie 16xS, vieleicht passt es dann.
Gibt es davon eine spielbare Demo?

CD-LABS
2013-11-15, 07:24:19
Dass das viel zu vermatscht ist, ist mir leider auch schnell aufgefallen, sogar das Interface blurred wie Sau!

16xS (und deshalb auch die anderen Modi) funktioniert allerdings bildqualitativ reibungslos: (OGSSAA so funktioniert nicht)
http://abload.de/img/battleworldskronos201a9slo.png
Besonders an dem Bunker oben rechts recht gut zu erkennen und an der kleinen Insel unten.(Texturenschärfe eindeutig höher)
Zur Vergleichbarkeit mit dem ersten Bild: Das hatte schon 4x Ingame-MSAA, von daher ist der unterschied nicht so drastisch!
Appropos ingame: Der Performanceverlust ist PERVERS! (FPS-Counter oben links...) Denk daran, dass im ersten Bild schon 4xMSAA an war, 16xS bricht das ganze also auf unter 10% des Ausgangswertes zurück... **crazy

Eine Demo Zu BW:K gibt es nicht, es kostete allerdings bis vor kurzem nur 24$ (18€), weshalb da eigentlich jeder hätte zuschlagen können.
Und auch für den Standardpreis von 30$ würd ich es jedem Rundenstarategen empfehlen!

Blaire
2013-11-15, 20:19:42
Das Game hat Ingame-MSAA Support? Dann versuch doch mal 16xS (Override/Enhanced) gänzlich ohne AA-Bits.
Alternativ 8xS oder 8xMSAA incl. 8x Transparency Supersamples. Letzteres lässt sich qualitativ auch via AA-Bits aufbessern und sollte auch weniger Unschärfe erzeugen. Da sollte sich doch was passendes finden lassen.

SLIKnight
2013-11-16, 00:44:36
Ziemlich sicher!
Hier die Bilder, im Anhang die Inspector-Configuration!
http://abload.de/image.php?img=battleworldskronos201bmior.png
http://abload.de/image.php?img=battleworldskronos201pvewo.png

Sollte ich irgendetwas offensichtliches übersehen haben, dann würde es mich sogar ausnahmsweise mal freuen! ;D


Just noticed, that you have the TF2 AA fix disabled in your global driver profile.
This might not have anything to do with the specific AA problem discussed here, but is generally a bad idea. ;)

phoenix887
2013-11-17, 19:21:07
Standard Bits funktionieren bei Deadfall Adventures:

0x080000C1, 4xSGSSAA:

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

http://abload.de/thumb/advgame-win32-shippinpheun.png (http://abload.de/image.php?img=advgame-win32-shippinpheun.png)

Teo_90
2013-11-18, 16:48:12
Standard Bits funktionieren bei Deadfall Adventures:

0x080000C1, 4xSGSSAA:

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

http://abload.de/thumb/advgame-win32-shippinpheun.png (http://abload.de/image.php?img=advgame-win32-shippinpheun.png)

Man kann auch 8x SGSSAA verwenden, wenn man ein SLI System hat! Die SLI Bits von Dishonored skalieren hervorragend!

SLIKnight
2013-11-18, 17:21:31
Man kann auch 8x SGSSAA verwenden, wenn man ein SLI System hat! Die SLI Bits von Dishonored skalieren hervorragend!

Actually, aufkrawall already posted an SLI profile for Deadfall in the 3DCenter SLI thread: #1235 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10006464&postcount=1235)

phoenix887
2013-11-18, 21:21:03
Man kann auch 8x SGSSAA verwenden, wenn man ein SLI System hat! Die SLI Bits von Dishonored skalieren hervorragend!

Das sollte ein Beispiel sein:freak:

RMA
2013-11-19, 02:05:09
Contrast

Unreal Engine (probably 3.x), 0x080000C1 work, no problems with Blur, Lighting or Shadows:

0xAA:

http://abload.de/thumb/contrastgame_2013_11_1ls3p.jpg (http://abload.de/image.php?img=contrastgame_2013_11_1ls3p.jpg)

8xSGSSAA:

http://abload.de/thumb/contrastgame_2013_11_76sug.jpg (http://abload.de/image.php?img=contrastgame_2013_11_76sug.jpg)

8xSGSSAA are completely unplayable on a 780 GTX at 1920x1080 opposing to 4xSGSSAA being perfectly smooth with constant 60 FPS.

Regardless of the AA settings there's a black line in the start screen with 331.65 / 331.82, anyone who can confirm this?

http://abload.de/thumb/contrastgame_2013_11_ips7m.jpg (http://abload.de/image.php?img=contrastgame_2013_11_ips7m.jpg)

MrBonk
2013-11-20, 11:32:54
Rainbow Six Vegas 2


0x000012C1 - SGSSAA


No AA http://i.minus.com/i8uNw6YOqp02G.png
in game 8xAA http://i.minus.com/ibsf08dkCpGyPd.png
8xSGSSAA (Huge performance hit. Forgot to take screen with OSD on) http://i.minus.com/ibyRM0WN7FHCUY.png
4xSGSSAA http://i.minus.com/iblkXdloxyu4Ow.png

SLIKnight
2013-11-20, 12:58:43
Just out of curiosity, how does ingame 8xAA enhanced with 8xSGSSAA look/perform compared to "8xQ MSAA+8xSGSSAA" forced using "12C1"?
I guess there is no need to force AA, if the ingame setting looks nearly as good and performs better. :smile:

MrBonk
2013-11-21, 06:32:04
Actually IIRC you can't enhance it. I played this game a ton a few years back and no matter what I could do, I couldnt' get any AA outside of the game.

But what's hard to see just in the screenshots is how well it cleans up the game's absurd amount of specular aliasing in motion.

Deisi
2013-11-21, 19:17:01
Funktioniert das Aufwerten des ingame AA von AC Blackflag auf SGSSAA ?:confused:

Blaire
2013-11-21, 20:14:47
Funktioniert das Aufwerten des ingame AA von AC Blackflag auf SGSSAA ?:confused:

Ja tut es. Allerdings ist nur TXAA in der Lage, die Szenerie komplett zu beruhigen. Mit MSAA & Co flimmert es extrem ( die Schatten, Geländer, Gräser flimmern um die Wette...) zusätzlich aufgewertetes SGSSAA bringt auch nur wenig Linderung.
2xTXAA und 4xTXAA kann man hingegen problemlos mit 2x oder 4x SGSSAA erweitern, was hervorragende Bildqualität ermöglicht.

RMA
2013-11-21, 21:28:38
Dürfte momentan allerdings nur mit deinem Setup spielbar sein, Blaire. ;) Aber für mich als Screenshooter gut zu wissen.

Blaire
2013-11-22, 00:45:26
Dürfte momentan allerdings nur mit deinem Setup spielbar sein, Blaire. ;) Aber für mich als Screenshooter gut zu wissen.

Nö, ich bin eigentlich erstaunt, das Game benötigt garnicht soviel FPS, so ab ca. 30 aufwärts passt das schon. 4xTXAA und zusätzlich 2xSGSSAA stellt für eine Single-Geforce 780/780Ti/Titan sicher kein großes Problem dar, sofern man es bei FullHD-Auflösung belässt.

MrBonk
2013-11-22, 06:37:25
Black Flag can run in DX9 can't it? Is it not possible to force SGSSAA that way?

DaTraS
2013-11-22, 07:57:37
Muss zu AC4 aber sagen, dass das TXAA ganz schön nachschliert.

Wenn ich in der Nähe eines Heuhaufens bin z.B. ist bei Stillstand alles schön glatt, während man bei langsamen und schnelleren Kameraschwenks teils deutliche Verwischungen sieht.

Da bringt das Enhanced SGSSAA leider nicht viel. Oder ich hatte gestern Tomaten auf den Augen.

Jap, wir brauchen eindeutig DX11 AA-Bits...

MrBonk
2013-11-22, 10:28:35
Hey guys, I seem to have finally fixed my crazy issue with Bionic Commando (2009) and SGSSAA.

It's either(Or a combination of) the aspect ratio setting in the video options and the resolution/refresh rate. I have a 1600x900 monitor with both a 59hz and 60Hz option. I thought to try out of curiosity and bam. Changing aspect ratio to 16/9 and 1600x900p60hz made the game render correctly with SGSSAA.

Alt tab out in game, alt tab back in. It's back to incorrect. So I quit out and can reset it by re-setting the resolution setttings.

Then I tried again, but with the start menu open.

No Issue.

If I alt tab out while in game and get back in and it's messed up. Go into start menu, alt tab out. Alt tab back in and it's fixed.


Strange but good news

CrimsoN
2013-11-22, 10:35:21
Nö, ich bin eigentlich erstaunt, das Game benötigt garnicht soviel FPS, so ab ca. 30 aufwärts passt das schon. 4xTXAA und zusätzlich 2xSGSSAA stellt für eine Single-Geforce 780/780Ti/Titan sicher kein großes Problem dar, sofern man es bei FullHD-Auflösung belässt.

Schafft selbst meine GTX680 locker !

Würde hier aber keine SGSSAA nutzen sonder 2xTXAA und dann DS drauf hauen.

SLIKnight
2013-11-22, 16:03:59
I have made one final post in the DX11 AA bits petition:
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/post/4025854/#4025854

In this post, I encourage everybody to explain the importance of DX11 AA bits to friends from other forums.
I will do the same here, as this is probably the last chance we will get, before NVIDIA completely forgets the petition.

CD-LABS
2013-11-22, 22:56:27
Das Game hat Ingame-MSAA Support? Dann versuch doch mal 16xS (Override/Enhanced) gänzlich ohne AA-Bits.
Alternativ 8xS oder 8xMSAA incl. 8x Transparency Supersamples. Letzteres lässt sich qualitativ auch via AA-Bits aufbessern und sollte auch weniger Unschärfe erzeugen. Da sollte sich doch was passendes finden lassen.
Ohne AA-bits gibt es auch bei den Mischmodi nur Matsch...
4xS (ein Modus, den ich ansonsten immer ignoriere) bietet aber (aufgrund der Blickwinkel echt überzeugende Quali) einen recht guten Kompromiss zwischen Qualität und Performance...
Trotzdem: Für meine 660m reicht das natürlich nicht, die schaufelt dann trotzdem nur ~23 Frames, was in BWK definitiv unspielbar ist ;)
Muss die mal bald durch ne 680m oder (passender zu meinen Ansprüchen und Budget) eine 770m ersetzen---MXM und Schenker sei dank :biggrin:

Just noticed, that you have the TF2 AA fix disabled in your global driver profile.
This might not have anything to do with the specific AA problem discussed here, but is generally a bad idea. ;)
Got no influence on my problem, but, in general, you are completyl right!
Totally forget about this fix...

CD-LABS
2013-11-24, 00:05:48
Eine rein theoretische Frage:
Was bringen einem eigentlich die anderen AA-Modi, die im Inspector so angeboten werden?
Also z.B. AA_MODE_METHOD_MIXEDSAMPLE_128X?
Hört sich ja eigentlich vom Namen her zu schließen nach 4x4 OGSSAA+8xSGSSAA an...
Und was ist VCAA? (AA_MODE_METHOD_SUPERVCAA_64X_4v12)

Blaire
2013-11-24, 00:56:12
Ohne AA-bits gibt es auch bei den Mischmodi nur Matsch...
4xS (ein Modus, den ich ansonsten immer ignoriere) bietet aber (aufgrund der Blickwinkel echt überzeugende Quali) einen recht guten Kompromiss zwischen Qualität und Performance...
Trotzdem: Für meine 660m reicht das natürlich nicht, die schaufelt dann trotzdem nur ~23 Frames, was in BWK definitiv unspielbar ist ;)
Muss die mal bald durch ne 680m oder (passender zu meinen Ansprüchen und Budget) eine 770m ersetzen---MXM und Schenker sei dank

Versuch mal "0x000000C0" oder "0x000000C5" mit 16xS, könnten etwas schneller sein.

Eine rein theoretische Frage:
Was bringen einem eigentlich die anderen AA-Modi, die im Inspector so angeboten werden?
Also z.B. AA_MODE_METHOD_MIXEDSAMPLE_128X?
Hört sich ja eigentlich vom Namen her zu schließen nach 4x4 OGSSAA+8xSGSSAA an...
Und was ist VCAA? (AA_MODE_METHOD_SUPERVCAA_64X_4v12)

Mixedsample 128X kannst du getrost vergessen, funktioniert nicht.
VCAA ist gleichzusetzen mit Coverage AA, auch ein Hybride aus 4xMSAA + 12 Coverage-Samples + 2x2 OGSSAA wenn ich mich recht erinnere. Qualitativ schlechter als 16xS.

CD-LABS
2013-11-24, 10:37:24
Versuch mal "0x000000C0" oder "0x000000C5" mit 16xS, könnten etwas schneller sein.

Bringt nichts außer verschobenen Schatten ;)
Sieht SEHR merkwürdig aus, die Schatten schweben halt ein paar Felder vom schattenwerfenden Objekt weg...

Mixedsample 128X kannst du getrost vergessen, funktioniert nicht.
VCAA ist gleichzusetzen mit Coverage AA, auch ein Hybride aus 4xMSAA + 12 Coverage-Samples + 2x2 OGSSAA wenn ich mich recht erinnere. Qualitativ schlechter als 16xS.

Gibt es sonst (allgemein) noch irgendeinen empfehlenswerten Modus unter diesen Spezialmodi?

@Topic: Auch 32xCSAA greift übrigens nicht, jedenfalls nicht besser als 4xMSAA :freak:: http://abload.de/image.php?img=battleworldskronos20109j0x.png

Ach, und Enhancen des internen MSAA ist vollkommen unmöglich, genau wie jegliche LOD-Verschiebung!

SLIKnight
2013-11-24, 15:25:34
I have updated my FEAR/FEAR 2 AA post, with new screenshots and descriptions: #3737 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9609522&postcount=3737)
"3x3 OGSSAA" really can't compete with "16xS+4xTrSSAA" or "32xS+8xTrSSAA" in terms of IQ in the original FEAR. ;)

McSilencer
2013-11-24, 16:18:32
Sorry vorweg, wenn meine Frage innerhalb des Threads bereits beantwortet wurde bzw. es Infos gab, durch welche die Frage überflüssig sein sollte. Problem ist nur, ich fand eben halt nichts.

Mein Sohn spielt aktuell wieder mal WoW und möchte dieses mit SGSSAA verfeinern. Meine Frage wäre nun welche Bits, falls notwendig, am Besten funktionieren. Und auf was er evtl. achten (im Bezug auf die Einstellung im Inspector) muss, falls es keiner Bits bedarf. Wäre nett, wenn mir da jemand helfen könnte, der aktuell WoW inkl. SGSSAA spielt.

SLIKnight
2013-11-24, 21:47:25
I have moved my summary post: #5266 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10029401&postcount=5266)

FunkyChris
2013-11-25, 02:21:16
Hallo zusammen,

wollte nochmal Bioshock 1 und 2 spielen, natürlich mit SGSSAA unter DX10. Das hatte ich letztes Jahr auch erfolgreich hingekriegt, allerdings funktioniert es jetzt nicht mehr.

Die Kompatibilitäts-Bits scheinen ja im nvidia Inspector schon korrekt hinterlegt zu sein. Allerdings funktioniert SGSSAA nicht. SSAA funktioniert, auch unter DX10. Sobald ich allerdings SGSSAA dazuschalte, wird gar kein AA mehr angewendet.

Ich bin im Moment ratlos, fehlt vielleicht eine wichtige Einstellung im inspector? Ich habe die Einstellungen in einem Screenshot angehängt.

Vielen Dank im Voraus :-)

**Edit**
Ich zweifle momentan gerade selbst an meiner Aussage. Kann es sein, dass SGSSAA DX9-only bei Bioshock 1 und 2 ist?

SLIKnight
2013-11-26, 03:41:17
I have updated my AA/tweaking guide for "Rising Storm" again: #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)
It now includes a better SLI profile "0x02422605", as well as a solution to drops in GPU usage when walking through water on certain multiplayer maps.

CrimsoN
2013-11-26, 03:51:20
Hallo zusammen,

wollte nochmal Bioshock 1 und 2 spielen, natürlich mit SGSSAA unter DX10. Das hatte ich letztes Jahr auch erfolgreich hingekriegt, allerdings funktioniert es jetzt nicht mehr.

Die Kompatibilitäts-Bits scheinen ja im nvidia Inspector schon korrekt hinterlegt zu sein. Allerdings funktioniert SGSSAA nicht. SSAA funktioniert, auch unter DX10. Sobald ich allerdings SGSSAA dazuschalte, wird gar kein AA mehr angewendet.

Ich bin im Moment ratlos, fehlt vielleicht eine wichtige Einstellung im inspector? Ich habe die Einstellungen in einem Screenshot angehängt.

Vielen Dank im Voraus :-)

**Edit**
Ich zweifle momentan gerade selbst an meiner Aussage. Kann es sein, dass SGSSAA DX9-only bei Bioshock 1 und 2 ist?

Würde da auf SGSSAA pfeifen und DS nutzen das bringt mehr da du Dx10 nutzen kannst.

RMA
2013-11-26, 09:37:27
Ich würd's genau umgekehrt machen, zumindest bei Bioshock 1, und DX9 (mit Parameter -DX9 starten) nutzen – den Unterschied zu DX10 sieht man de facto nicht. Und ich bin wirklich pingelig.

Deisi
2013-11-26, 09:46:53
Mit den DX10 AA Bits von Bioshock 1 und 2 sind afaik nur die übers nv control panel auswählbaren AA Modi supportet, d.h. MSAA etc
Für SGSSAA gibt es extra Bits hier im Thread, aber nur für DX9 : http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9254703&postcount=2348

FunkyChris
2013-11-26, 10:14:22
Mit den DX10 AA Bits von Bioshock 1 und 2 sind afaik nur die übers nv control panel auswählbaren AA Modi supportet, d.h. MSAA etc
Für SGSSAA gibt es extra Bits hier im Thread, aber nur für DX9 : http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9254703&postcount=2348

Alles klar, dann hat sich das geklärt und ich habe auch in der Vergangenheit "nur" mit SSAA gespielt.

Vielen Dank für eure Antworten.

kruemelmonster
2013-11-26, 20:48:29
I think it might be time for an update of the AA list.
Here are the stuff, that I could find:

2) "0x000012C0" should be added for SGSSAA in "WRC 4 FIA World Rally Championship": #5136 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9974236&postcount=5136), #5141 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9974988&postcount=5141)


Nice find, but 12C0 in WRC4 has two requirements: first, 16:9 resolution is needed, when switching to 16:10 no AA is applied at all. And second, you need 8xMSAA with can be enhanced with 2-8x SGSSAA. Using 4xMSAA with 4xSGSSAA produces a very blurry image, 8xMS+8xSG looks great but only runs at ~40fps on a single overclocked 670. 8xMS+4xSG runs fine at 60-70fps, IQ is worse than 8xSG but still better than InGame AA.

MrBonk
2013-11-26, 21:30:04
You can force SGSSAA in Bioshock DX10 if that's what you are talking about. When I tested not that long ago it worked without much issue for me.

DX10 8xSGSSAA 0x80000F71
http://i.minus.com/i9S1S7Mk1uHUt.png
http://i.minus.com/igQPiUbPah5CO.png

DX9 8xSGSSAA 0x000010C1
http://i.minus.com/ibkBaXydsmdfCH.png
http://i.minus.com/icnH9IjOzt1nQ.png

aufkrawall
2013-11-26, 21:47:51
It can have problems with water.

SLIKnight
2013-11-26, 21:51:40
I also believe, there are issues with shadows when forcing AA in BioShock DX10.
No reason to run in DX10 anyway, except maybe the fancy DX10 water effects.

SLIKnight
2013-11-26, 22:07:02
Nice find, but 12C0 in WRC4 has two requirements: first, 16:9 resolution is needed, when switching to 16:10 no AA is applied at all. And second, you need 8xMSAA with can be enhanced with 2-8x SGSSAA. Using 4xMSAA with 4xSGSSAA produces a very blurry image, 8xMS+8xSG looks great but only runs at ~40fps on a single overclocked 670. 8xMS+4xSG runs fine at 60-70fps, IQ is worse than 8xSG but still better than InGame AA.

Very interesting.
This is exactly like the "0x000002C1" SGSSAA flag in Mafia II.
Here you also need to combine "8xQ MSAA" in Inspector with 2xSG, 4xSG or 8xSG to avoid blurring.

MrBonk
2013-11-27, 02:33:04
I didn't play enough to see if there were issues with the water, but I don't recall any shadow issues. But they probably did exist and I just didn't see'em or play enough.

MrBonk
2013-11-27, 08:26:46
Rogue Warrior

0x000010C1 - SGSSAA

NoAA http://i.minus.com/iiTaKresDlRt.png
8xSGSSAA http://i.minus.com/iSkoN3DcekG2H.png

SLIKnight
2013-11-28, 17:09:41
In an attempt to create more awareness about the DX11 AA petition, I created this post in the Red Orchestra 2/Rising Storm section of the Steam Users' Forums:
http://forums.steampowered.com/forums/showpost.php?p=35117348&postcount=1

Since Rising Storm is a very popular PC exclusive multiplayer game, this might help a little to "educate" novice users in the importance of SGSSAA.
After around 48 hours, it has already gotten around 200 views, so apparently somebody still cares.
If possible, some of you guys might want to spread the word in a similar fashion for your favorite games. :)

At this point, I am getting seriously annoyed by the fact, that NVIDIA/ManuelG just seem to ignore the petition.
A simple "No, we can't/won't implement the requested feature" would be better than this farce. :freak:

FunkyChris
2013-11-28, 18:37:00
Alles klar, dann hat sich das geklärt und ich habe auch in der Vergangenheit "nur" mit SSAA gespielt.

Vielen Dank für eure Antworten.

Nur zur Info, SGSSAA funktioniert jetzt auch unter DX10 in Bioshock 1 und 2. Habe die Grafikkartentreiber komplett neu installiert und nun funktioniert es.