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MrBonk
2013-11-29, 09:42:44
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:
Yeah I agree :(

CrimsoN
2013-12-01, 18:20:24
Hier bei Counter-strike: Global Offensive blure die 0x000000C0 schon recht Stark mit SGSSAA.

Hübie
2013-12-01, 18:46:07
Wie geht denn SSAA in Assassin's Creed 1? Ist doch DX 9 oder? Im Menü ist das ausgegraut, so dass man auch nicht erweitern kann :|

Match-Maker
2013-12-01, 19:00:39
Assassin's Creed 1 ist DX9/10, je nach OS und Grafikkarte.
Probier mal 0x000012C1 unter DX9.

Hübie
2013-12-01, 19:26:26
Okay. OS ist Win7 64 Bit und zwei GTX 770 SLi. Hab in der ini schon Multisampling auf 1 und wollte unter DX10 erweitern aber Pustekuchen. Unter DX9 sind da schon Bits aber die bewirken offenbar nix. Warum finde ich nichts in diesem Thread wenn ich nach "assassin" suche? :confused:

12C1 geht nicht wenn ich die AssassinsCreed_Dx9.exe benutze.

Match-Maker
2013-12-01, 19:57:05
Okay, dachte, dass 12C1 geht, da die zumindest für Brotherhood und Revelations gehen sollten (steht im Guru3D).

Hübie
2013-12-01, 20:01:10
Ist das etwa auch so ein AA-Resistentes Game wie GTA IV? :| Grrr

aufkrawall
2013-12-01, 20:05:57
Quizfrage: Richtige exe dem Profil zugeordnet?

Hübie
2013-12-01, 21:18:15
Jetzt wo du es sagst: Da gibt´s für DX9 ein gesondertes Profil ("Assassin's Creed(DX9)") :confused: Teste ich mal eben.

Edit: Nö, trotzdem kein AA. Ätzend. Schon hab ich kein Bock mehr auf das Game! Weder die originalen Bits noch 12C1 gehen. Hab jetzt auch kein Bock 1000 Bits zu testen.

:P Geht doch! Menschliches Versagen ;D

SLIKnight
2013-12-02, 16:13:48
Jetzt wo du es sagst: Da gibt´s für DX9 ein gesondertes Profil ("Assassin's Creed(DX9)") :confused: Teste ich mal eben.

Edit: Nö, trotzdem kein AA. Ätzend. Schon hab ich kein Bock mehr auf das Game! Weder die originalen Bits noch 12C1 gehen. Hab jetzt auch kein Bock 1000 Bits zu testen.

:P Geht doch! Menschliches Versagen ;D

Yes, the original "Assassin's Creed" has its own driver profile for the DX9 executable.
It has been this way since it was released, which seems kinda strange to me.
NVIDIA should really correct this.

Could you perhaps make screenshot comparisons of ingame MSAA enhanced with SGSSAA compared to MSAA+SGSSAA forced using "0x000012C1"?
For a long time I have been wondering about if there is a difference in AA quality, but don't have "Ass Creed" installed at the moment :D

Flesh
2013-12-04, 00:55:57
The Witcher 2: 0x80000000

MrBonk
2013-12-04, 10:52:28
Saint's Row 2

General Information:

Infamous Bad Port. But it still looks pretty good with some tweaks.

The HDR is poor quality, low resolution. Causes a lot of aliasing/flickering issues,ugly lighting effects. I disabled it and enjoy how it looks a lot more.

AutoLOD/Neg LOD causes some Moire/shimmering, but even without any LOD changes there is still some Moire/shimmering with 4xSGSSAA that still exists. Didn't bother to check to see if 8xSGSSAA fixed it.

SSAO is somewhat ok. Usual SSAO issues, Low res, causes aliasing issues, flickers like crazy (Temporally unstable - http://www.cg.tuwien.ac.at/research/publications/2010/mattausch-2010-tao/) , is limited to screenspace, resulting in unrealistic and unflattering effects. (Like constant flickering,clouding in front of your character)

The GOOD news is, you can disable it. AND, you can use the Fallout 3 SSAO flag to force HBAO+. Which is temporally stable, causes no aliasing issues and looks AMAZING.

No AO http://i.minus.com/imz7C35aTcdMS.png
In game SSAO -ALL http://i.minus.com/i2xriiStF4dA4.png
Fallout 3 HBAO+ Quality http://i.minus.com/ibostFGxKvSYvz.png

SGSSAA causes some minor blurring with no LOD changes, but I didn't really notice, nor mind when I was testing. I will take the SGSSAA over the issues the in game AA has and no AA any time. (Or some of the issues with Auto LOD, that's just my personal preference)

__________________________________________________________

The Bit - 0x004012C1 - SGSSAA
_____________________________________________

No AA http://i.minus.com/iVinxFiX9RNng.png
4012C1 4xSGSSAA No LOD changes http://i.minus.com/iWWZIqGiSwC23.png

Blade II
2013-12-04, 11:44:09
The Witcher 2: 0x80000000
Könntest du uns einmal deine Nvidia-Inspector- und Spiel-Einstellungen mitteilen?

Bei mir zeigt das Bit absolut null Wirkung. Getestet wurde es mit MSAA, OGSSAA und SGSSAA.

SLIKnight
2013-12-04, 18:19:28
Witcher 2 needs at least "0x000012C1" for SGSSAA to have any effect, and then it is very blurry.
"0x000032C1" works for MSAA, but causes artefacts in Geralt's face.

"0x80000000" is a pure compatibility AA flag used by NVIDIA in for example "Lost Planet: Extreme Condition", and is insufficient for SGSSAA.
You need "0x800000C1" to force SGSSAA in "LP:EC", but enhancing the ingame AA setting looks just as good when "Filter Quality" is set to "Low": #4484 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9841521&postcount=4484)

My point is, that I have never seen "0x80000000" produce high quality SGSSAA in a game engine which uses HDR or deferred lighting. ;)

SLIKnight
2013-12-04, 23:19:36
I think it might be time for an update of the AA lists.
Would love to contribute with more AA flags myself, but unfortunately most of the games I have bought recently are either DX11-Only (BF4, BioShock Infinte, Crysis 3, Metro: Last Light, Sniper Elite V2, Tomb Raider etc.) or doesn't support forced AA (Far Cry 3, Natural Selection 2, Shadow Warrior etc.).
And everything else I own is either already in the AA lists, or AA can't be forced without issues.

At this point we badly need DX11 AA bits because of all the DX11-only games, otherwise we will eventually run out of games to test in the AA sammelthread, which would be a pity.
Anyway, here are my suggested changes to the AA lists:

1) The reference for the "Mafia II" SGSSAA entry should be changed, and it should be noted in "Anmerkungen/Links", that you need to use 8xQ MSAA+2/4/8xSG to avoid blurring: #873 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8681413&postcount=873)
2) It should be mentioned in "Anmerkungen/Links", that the "0x204002C1" SGSSAA flag for "The Wolf Among Us" only works for 16:9 resolutions: #5080 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9958280&postcount=5080)
3) "0x004012C1" should be added for MSAA and SGSSAA in "Iron Brigade": #5128 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9970449&postcount=5128)
4) "0x000012C0" should be added for SGSSAA in "WRC 4 FIA World Rally Championship" (Only for 16:9 resolutions, use 8xQ MSAA+2/4/8xSG to avoid blurring): #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), #5243 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10018911&postcount=5243)
5) "0x080000C1" should be added for SGSSAA in "Sanctum 2": #5150 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9978176&postcount=5150)
6) "0x080100C5" should be added for SGSSAA in "Enslaved: Odyssey to the West": Guru3D AA thread (#1496) (http://forums.guru3d.com/showpost.php?p=4684556&postcount=1496)
7) "0x000002C1" should be added for SGSSAA & OGSSAA in "Nights into Dreams...": #5164 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9980176&postcount=5164)
8) "0x004010C1" should be added for SGSSAA & OGSSAA in "Lego Marvel Super Heroes": #5175 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9982838&postcount=5175)
9) "0x000012C1" (Performance) and "0x000032C1" (Quality) should be added for SGSSAA in "Pac-Man and the Ghostly Adventures": #5177 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9983171&postcount=5177)
10) "0x000002C1" and "0x000032C1" should be added for respectively SGSSAA and MSAA+TrSSAA in "King's Bounty: The Legend": #5180 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9984404&postcount=5180)
11) "0x000020C1" should be added for SGSSAA & OGSSAA in "Pinball Arcade": #5194 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9990415&postcount=5194)
12) "0x080000C1" should be added for SGSSAA in "Brothers: A Tale of Two Sons": #5196 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9991796&postcount=5196)
13) "0x000000C1" should be added for SGSSAA & OGSSAA in "Poker Night at the Inventory": #5200 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9993322&postcount=5200)
14) "0x004002C1" and "0x004022C1" should be added for respectively SGSSAA and MSAA in "Poker Night at the Inventory 2": #5200 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9993322&postcount=5200)
15) "0x080000C1" should be added for SGSSAA in "Deadfall Adventures": #5213 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10006697&postcount=5213)
16) "0x080000C1" should be added for SGSSAA in "Contrast": #5217 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10008338&postcount=5217)
17) "0x000012C1" should be added for SGSSAA in "Rainbow Six: Vegas 2": #5218 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10010260&postcount=5218)
18) "0x000010C1" should be added for SGSSAA in "Rogue Warrior": #5249 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10019320&postcount=5249)
19) "0x004012C1" should be added for SGSSAA in "Saints Row 2": #5263 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10028504&postcount=5263)
20) "0x004012C1" should be added for SGSSAA & OGSSAA in "Urban Trials Freestyle": #5268 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10031949&postcount=5268)
21) The SGSSAA flag for "Sniper: Ghost Warrior" should be changed to "0x000012C1": #3696 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9602282&postcount=3696), #5277 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10039547&postcount=5277)
22) My "Max Payne 3" tweaking guide should be added as a reference to the existing SGSSAA entry: #2879 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9390412&postcount=2879), #5280 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10040575&postcount=5280)
23) "0x004000C1" should be added for SGSSAA & OGSSAA in "Surgeon Simulator 2013": #5281 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10040602&postcount=5281)
24) The SGSSAA flag for "Call of Juarez: Bound in Blood" should be changed to "0x000012C1": #5290 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10041465&postcount=5290)

MrBonk
2013-12-05, 05:02:34
Yeah, I feel you. I was testing for Saint's Row The Third, and man their AA implementation is a bit half baked. Suffers white outlines around some objects like Bad Company 2 DX11 MSAA.

Forcing SGSSAA in the DX9 version doesn't even work properly no matter what. Game seems to have been retooled so heavily around DX11. Enhancing produces mediocre results but is a slight improvement.

If had high quality DX11 bits, could maybe remedy that.

Saint's Row 4 is DX11 only too..

MrBonk
2013-12-07, 01:55:00
Urban Trials : Freestyle



General Information:

Unfortunately framerate with AA is just destroyed and performance in general doesn't seem that great. Even with settings turned down. So it's hard to hit the 60FPS mark with AA.

With Shadows on Medium, with no AA at 1600x900 with a GTX 570/Core i7@4Ghz I only get about 110FPS with only 65% GPU usage.
http://i.minus.com/ib1mEJ970nU0HW.png

HDR/Bloom Buffers are undersampled (lower resolution) regardless of whether you use AA or not. But it's really only noticeable in extreme conditions.

The in game SSAO is undersampled too and comes with the usual issues. It is only turned on with the High setting and above.

I recommend you set shadows to medium and use the AO Flag 0x0000001A for HBAO+ instead if you can afford the performance.

Comparison
4xSGSSAA http://i.minus.com/ibnTc1KJMkHaOw.png http://i.minus.com/iw6qqqv9432j6.png http://i.minus.com/ib05vFJ37wIdpU.png http://i.minus.com/ib2oci9JFfkMS.png

4xSGSSAA with 1A HBAO+ Flag http://i.minus.com/im0bRpyg4CmqM.png http://i.minus.com/ikg3oCEN2m7Nw.png http://i.minus.com/i1JlU83ttJ8C3.png http://i.minus.com/iscED7gMoumBV.png

_____________________________________________________

The Bit - 0x004012C3 - SGSSAA,OGSSAA,OGSSAA-Hybrid+SGSSAA

NoAA Shadows Medium http://i.minus.com/ibrlnIkJFFVTAx.png
8xSGSSAA http://i.minus.com/ibkfKdENwl5wSp.png
4x4 OGSSAA http://i.minus.com/ibcuoJ3Cjzepe9.png
16xS+4xSGSSAA http://i.minus.com/iN8rqEtYdd6UZ.png http://i.minus.com/iXcfnlzkmMcyw.png http://i.minus.com/iR2yUL9qNQqD.png

RardRaider
2013-12-07, 03:41:17
the games I have bought recently are either DX11-Only (BF4, BioShock Infinte, Crysis 3, Metro: Last Light, Sniper Elite V2, Tomb Raider etc.) or doesn't support forced AA (Far Cry 3, Natural Selection 2, Shadow Warrior etc.).


In Tomb Raider kann DX9 mit einem Registry Hack erzwungen werden:

HKEY_CURRENT_USER\Software\Crystal Dynamics\Tomb Raider\Graphics\RenderAPI

0 = DX10/D11 (default)
9 = DX9

:wink:

SLIKnight
2013-12-07, 17:24:43
Thanks for the tip, but I actually already knew that. :)
But SGSSAA can't be forced in Tomb Raider 2013 DX9 without serious lighting issues.

I'm very happy with 4xSSAA at 1920x1200 in DX11 mode though.

CrimsoN
2013-12-09, 11:58:44
Ich weiß nicht ob es bekannt ist aber Skyrim und TrSSAA ist das erweitern viel schlechter als normales Override.

SLIKnight
2013-12-12, 00:37:02
In Skyrim, I am using ingame 8xMSAA at 1920x1200 enhanced with 8xSGSSAA through the driver, and it looks very nice IMO, especially when combined with lots of texture mods. :)

On a different note, I have now officially given up on trying to convince NVIDIA to implement DX11 AA bits, and refuse to waste anymore time posting in the DX11 AA petition thread. :mad:
If the huge amount of work put into this petition by many users (especially aufkrawall, of course ;)) isn't enough for NVIDIA, then nothing ever will be.

Besides, enhancing ingame MSAA with SGSSAA does work pretty well in some DX11 games, especially when combined with a bit of downsampling.
Aliens vs. Predator (2010) looks outstanding at 2880x1800 downsampled to 1920x1200, with maximum settings and ingame 4xMSAA enhanced with 4xSGSSAA.
Of course SGSSAA doesn't get all jaggies because ingame MSAA fails with high contrast/bloom scenes, but fortunately downsampling compensates for this shortcoming.
The only setting I have reduced/disabled is "Advanced Shadows", as it eats FPS without making any significant visual difference:
http://www.pcgameshardware.com/aid,705447/Aliens-vs-Predator-DirectX-11-benchmarks-and-graphics-comparison/Reviews/

No matter what NVIDIA decides to do regarding DX11 AA, I still think it is important to keep the DX9 AA lists in tip top condition.
All relevant information to accomplish this can be found here: #5266 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10029401&postcount=5266), #5268 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10031949&postcount=5268)

CrimsoN
2013-12-12, 01:05:13
In Skyrim, I am using ingame 8xMSAA at 1920x1200 enhanced with 8xSGSSAA through the driver, and it looks very nice IMO, especially when combined with lots of texture mods. :)
[/URL]

Ich nutze Over da es bei TrSSAA ein bessers Bild macht und alles glätte was es soll.

SLIKnight
2013-12-12, 16:30:49
Ich nutze Over da es bei TrSSAA ein bessers Bild macht und alles glätte was es soll.

I see, but does forced/override mode even work in Skyrim without an AA flag set?
You can force SGSSAA with "0x000000C1", but this will use more VRAM than simply enhancing.
Not sure about TrSSAA though?

SLIKnight
2013-12-12, 16:59:07
I just tried Just Cause 2 at 2880x1800@60Hz (2.25xSSAA) with 4xMSAA+4xSGSSAA and maximum settings.
Just like in AvP 2010, the combination of downsampling and enhanced SGSSAA looks great in JC2 and runs very well on my 780 GTX SLI system.
In the absense of proper DX10+ driver forced SGSSAA, this is a good "compromise" in some games IMO.

For a long time, I have been struggling to find a proper AA solution in Alan Wake.
Currently i'm simply using 2880x1800 with ingame 8xMSAA and FXAA=Off.
At this point I have tried nearly everything, including enhanced SGSSAA, forced SGSSAA (12C1), ingame/driver FXAA etc.
No matter what I try, I am still not satisfied with the appearance of the alpha textures in AW.
Any suggestions?

Many of the things I already tried can be found in this interesting post by "EdgeCrusher86": #2076 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9172883&postcount=2076)
Perhaps it would be a good idea to add this post to the AA list for AW, in a similar way as we did for "Serious Sam HD"?

MrBonk
2013-12-13, 01:21:52
What about enhanced TrSSAA? I mean that would simply just get all the alpha textures and whatnot...well if it worked like it is supposed to. But I somehow think you probably already tried it, and that if SGSSAA didn't work then there's no hope of that working.

MrBonk
2013-12-13, 02:39:45
Sniper Ghost Warrior

General Information
______________________________

It feels like I was testing this game forever. It runs on Chrome engine 4 by Techland. And as such has some of the same issues as other CE games.

The Bloom/DoF/SSAO are very low resolution and generally ugly (Mostly the bloom/AO) and there is a ton of LOD and draw distance pop-in.

Most of these Post Processing effects run fractional to the rendering resolution. So the higher resolution you play the game at. The better these effects look once downsampled.

But in particular, the AO is very very ugly and causes a lot of issues on foliage.

So I set out to disable it and force HBAO+ instead.

AO on *Default* http://i.minus.com/iTvuUnrWikoHO.png
AO Off http://i.minus.com/iZeobdnCJ1fQk.png

You can download this here and extract it to "mydocuments/Sniper Ghost Warrior" to disable the AO

https://www.mediafire.com/?k65k4b49wkgot57

You can force HBAO+ with the flag 0x00000004

No AO http://i.minus.com/iZeobdnCJ1fQk.png
HBAO+ Quality http://i.minus.com/ib1aD8kYVjymgV.png


Another issue is that this game with SGSSAA suffers the same issue as Dead Island. The dreaded White lines in shadows


The AA fix does fix this. But it breaks AA with 0x000012C5
12C5 no AA Fix http://i.minus.com/iWcWBC41SJNEm.png
12C5 AA Fix http://i.minus.com/ib1woB2H2J67u3.png
12C3 AA Fix http://i3.minus.com/ibybiCLqEx7BaS.png (This one has Post Processing on Normal, where as the other two have it on simple. Sorry)
_______________________________________________________________

AA Bit
- 0x000012C3 - SGSSAA

________________________________

Pictures
No AA Post Processing Simple http://i.minus.com/iticUjN5SRk2m.png
No AA Post Processing Normal http://i.minus.com/io2u6nMTZOZA2.png
No AA PP-S 1800p http://i.minus.com/iN4mZBE6w3wKI.png
No AA PP-S 1800p Downsampled 900p http://i.minus.com/i4Pkb9Zbs7cEN.png
No AA PP-N 1800p http://i.minus.com/iDsssPESiMGSS.png
No AA PP-N 1800p Downsampled 900p http://i.minus.com/ip26ttNpcNUSK.png
12C5 8xSGSSAA PP-N http://i.minus.com/iWT0rCUSWq5YN.png
12C5 8xSGSSAA PP-S http://i.minus.com/iskoWP0ZxhFG5.png
12C3 8xSGSSAA PP-N http://i.minus.com/i6Qp3hAULxtYd.png
12C3 8xSGSSAA PP-S http://i.minus.com/iNtdyDzmxDoA3.png
12C3 8xSGSSAA PP-N 1800p http://i.minus.com/idUo6PPndn51s.png
12C3 8xSGSSAA PP-N 1800p downsampled 900p http://i.minus.com/ibkTlDZp38puqu.png

SLIKnight
2013-12-13, 22:29:29
Sniper Ghost Warrior


The AA fix does fix this. But it breaks AA with 0x000012C5
12C5 no AA Fix http://i.minus.com/iWcWBC41SJNEm.png
12C5 AA Fix http://i.minus.com/ib1woB2H2J67u3.png
12C3 AA Fix http://i3.minus.com/ibybiCLqEx7BaS.png (This one has Post Processing on Normal, where as the other two have it on simple. Sorry)


Awesome find :)
Back when I originally tested this, the "AA fix" didn't exist yet.
Don't have S:GW installed anymore.
I am pretty sure the standard "0x000012C1" will be sufficient though.

MrBonk
2013-12-13, 22:31:59
Yeah, 12C1 should be fine.

I use C3 out of old habit

SLIKnight
2013-12-13, 23:32:42
Since everything is very quiet here on the AA sammelthread, I have completed a small tweaking guide for Max Payne 3.
As already discovered by "aufkrawall", SGSSAA can be forced in DX9 mode using the "0x004010C1" AA flag: #2879 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9390412&postcount=2879)
There are however a few important caveats to using DX9 SGSSAA in MP3.

First and foremost, the inability to completely disable "Ambient Occlusion" in DX9 causes an annoying low res AO glitch.
This AO glitch is very obvious in some scenes with 8xQ MSAA+8xSGSSAA forced.
Furthermore I discovered, that the problem gets even worse with 4xMSAA+4xSGSSAA forced.
Secondly, HDAO is only available in DX11 mode, which IMO looks massively better than SSAO in MP3.
I also discovered, that "Reflection Quality" must be set to "Very High" when forcing SGSSAA in DX9.
Otherwise the game will instantly crash to desktop at startup.

For these reasons, I am now personally using a combination of downsampling (2.25xSSAA) and ingame 4xMSAA in DX11 mode.
To minimize stuttering and increase performance slightly, I have reduced the "Tessellation" setting from "Very High" to "High".
Here is a series of screenshots taken in DX9 and DX11 mode:

DX9 8xSGSSAA~32fps|Water Quality=Normal|DX9 4xSGSSAA~62fps|DX11 DS+4xMSAA~47fps|DX11 Settings
http://abload.de/thumb/maxpayne3_2013_12_11_jjxfh.png (http://abload.de/image.php?img=maxpayne3_2013_12_11_jjxfh.png)|http://abload.de/thumb/maxpayne3_2013_12_13_5nbo5.png (http://abload.de/image.php?img=maxpayne3_2013_12_13_5nbo5.png)|http://abload.de/thumb/maxpayne3_2013_12_13_dwz7i.png (http://abload.de/image.php?img=maxpayne3_2013_12_13_dwz7i.png)|http://abload.de/thumb/maxpayne3_2013_12_13_8nio8.png (http://abload.de/image.php?img=maxpayne3_2013_12_13_8nio8.png)|http://abload.de/thumb/maxpayne3settingsiib1lidxc.png (http://abload.de/image.php?img=maxpayne3settingsiib1lidxc.png)


As you see, driver forced SGSSAA is very demanding at 1920x1200.
But it is not nearly as demanding as enhancing the ingame MSAA setting with SGSSAA, and looks much better.
A small amount of the performance lost to forced SGSSAA can be recovered by reducing the "Water Quality" setting from "Very High" to "Normal", with little to no loss in IQ.

I also wrote an AA/tweaking guide for a couple of other Rockstar games, namely Grand Theft Auto IV and Grand Theft Auto: Episodes from Liberty City: #5657 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10153364&postcount=5657)
It is a well known fact, that traditional hardware antialiasing methods have no effect in GTA 4/EFLC.
But fortunately high quality SSAA can be enabled in older versions of GTA 4 (1.0.3.0 and 1.0.4.0) using version 0.079 (http://enbdev.com/mod_gta4_v0079sora.htm) of the ENB mod.
EFLC is based on a newer version of the RAGE (http://en.wikipedia.org/wiki/Rockstar_Advanced_Game_Engine) engine, and has several issues even with the latest ENB version 0.163 (http://enbdev.com/mod_gta4_v0163.htm).
For that reason, you will have to rely on downsampling combined with driver FXAA to get a smooth image in EFLC.

MrBonk
2013-12-14, 00:15:27
Surgeon Simulator 2013

General Information:
Game runs on Unity, Disable "Post-FX" in the advanced settings. It disables the low resolution DoF and SSAO.

Force HBAO+ (Which is more subtle) instead with 0x00000017
HBAO+ http://i.minus.com/ibg1ZkPOumJFz8.png
In game SSAO (Ignore performance, was trying to force 8xSGSSAA with no flag) http://i.minus.com/ibmHBegHHU5VEG.png
No AO http://i3.minus.com/iAxWlcoaHhoTO.png

_______________________________________________

AA Bit
- 0x004000C1 - SGSSAA,OGSSAA,OGSSAA-Hybrid(+-SGSSAA)

______________________________________________________________

Pictures

No AA http://i.minus.com/itY6HAKVRFlJ0.png
Post-AA http://i.minus.com/iEjrmJgnopNVD.png http://i.minus.com/ibb0OY7BwN0A23.png
Post-AA DS from 1800p http://i.minus.com/id5aru5Cmn9ln.png
8xSGSSAA http://i.minus.com/iAxWlcoaHhoTO.png http://i.minus.com/imMd3yL2aNgut.png
4x4 OGSSAA http://i.minus.com/ibjxu7yu81989S.png http://i.minus.com/ibqT1uYGUDgUaf.png
32xS+8xSGSSAA http://i.minus.com/ibwYzVT7SSSkVs.png
16xS+4xSGSSAA http://i.minus.com/iAEI403PLZaYr.png http://i.minus.com/ibwuunDPv7ZQyQ.png
1800p+4xSGSSAA DS 900p http://i.minus.com/i21g9AOZWGdHv.png http://i.minus.com/iZTlZRmUASdsM.png

MrBonk
2013-12-14, 00:21:59
Since everything is very quiet here on the AA sammelthread, I have completed a small tweaking guide for Max Payne 3.
As already discovered by "aufkrawall", SGSSAA can be forced in DX9 mode using the "0x004010C1" AA flag: #2879 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9390412&postcount=2879)
There are however a few important caveats to using DX9 SGSSAA in MP3.

First and foremost, the inability to completely disable "Ambient Occlusion" in DX9 causes an annoying low res AO glitch.
This AO glitch is very obvious in some scenes with 8xQ MSAA+8xSGSSAA forced.
Furthermore I discovered, that the problem gets even worse with 4xMSAA+4xSGSSAA forced.
Secondly, HDAO is only available in DX11 mode, which IMO looks massively better than SSAO in MP3.
I also discovered, that "Reflection Quality" must be set to "Very High" when forcing SGSSAA in DX9.
Otherwise the game will instantly crash to desktop at startup.

For these reasons, I am now personally using a combination of downsampling (2.25xSSAA) and ingame 4xMSAA in DX11 mode.
To minimize stuttering and increase performance slightly, I have reduced the "Tessellation" setting from "Very High" to "High".
Here is a series of screenshots taken in DX9 and DX11 mode:

DX9 8xSGSSAA~32fps|Water Quality=Normal|DX9 4xSGSSAA~62fps|DX11 DS+4xMSAA~47fps|DX11 Settings
http://abload.de/thumb/maxpayne3_2013_12_11_jjxfh.png (http://abload.de/image.php?img=maxpayne3_2013_12_11_jjxfh.png)|http://abload.de/thumb/maxpayne3_2013_12_13_5nbo5.png (http://abload.de/image.php?img=maxpayne3_2013_12_13_5nbo5.png)|http://abload.de/thumb/maxpayne3_2013_12_13_dwz7i.png (http://abload.de/image.php?img=maxpayne3_2013_12_13_dwz7i.png)|http://abload.de/thumb/maxpayne3_2013_12_13_9exuf.png (http://abload.de/image.php?img=maxpayne3_2013_12_13_9exuf.png)|http://abload.de/thumb/maxpayne3settingsiib16.png (http://abload.de/image.php?img=maxpayne3settingsiib16.png)


As you see, driver forced SGSSAA is very demanding at 1920x1200.
But it is not nearly as demanding as enhancing the ingame MSAA setting with SGSSAA, and looks much better.
A small amount of the performance lost to forced SGSSAA can be recovered by reducing the "Water Quality" setting from "Very High" to "Normal", with little to no loss in IQ.
Very nice!

SLIKnight
2013-12-14, 00:22:58
Thanks.
Might as well do something like this, since i'm officially out of games to test for AA flags. ;)

MrBonk
2013-12-14, 00:27:01
Yeah, when you DS the 1880 picture to 1200 with Photoshop you can clearly see it does a lot better job than 8xSGSSAA in some areas. (Like the phone lines).

But the better question is, how does it look in motion?

SLIKnight
2013-12-14, 00:30:53
Well, MP3 has a lot of postprocessing, so it depends on the scene really.
But I just can't live with the ugly SSAO bug, that DX9 SGSSAA causes (not that visible in the screens I posted)
Also HDAO is very nice in DX11 mode :)

SLIKnight
2013-12-14, 01:03:12
I have moved my summary post: #5292 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10041551&postcount=5292)

MrBonk
2013-12-14, 01:12:52
Well, MP3 has a lot of postprocessing, so it depends on the scene really.
But I just can't live with the ugly SSAO bug, that DX9 SGSSAA causes (not that visible in the screens I posted)
Also HDAO is very nice in DX11 mode :)
Yeah, I understand the feeling. AO issues of any sort really bug the crap out of me.

MrBonk
2013-12-14, 05:44:03
Has anyone ever found anything working for ArcaniA:Gothic 4?

I tried everything I could think of by memory and even tried 0x00002044 listed over at Guru3D but nothing seems to work. The best I got was this
http://i3.minus.com/iotwLu5jtXeH6.png with the demo.

SLIKnight
2013-12-14, 14:50:58
No, it is absolutely impossible to force AA in Arcania, at least with the DX9 AA bits currently in the driver.
It falls in the same category as Hard Reset/Shadow Warrior, GTA4/EFLC.
But SoftTH downsampling should work well in Arcania.

Call of Juarez - Bound in Blood
Auch hier greifen die "Universal" AA Bits: "0x000012C5" mit SGSSAA.

http://www.abload.de/img/bib81jfi.jpg

Settings: Ingame alles Maximum, 1920x1200 4xSGSSAA/16xAF
no AA-Bits:
http://www.abload.de/thumb/cojbibdemo_x862011-03-mt74.png (http://www.abload.de/image.php?img=cojbibdemo_x862011-03-mt74.png)

mit "0x000012C5" AA-Bits:
http://www.abload.de/thumb/cojbibdemo_x862011-03-5tnp.png (http://www.abload.de/image.php?img=cojbibdemo_x862011-03-5tnp.png)

Since CoJ:BiB runs on the same Chrome Engine 4 as "Sniper: Ghost Warrior", I suspect we also need to use "0x000012C1" instead of "0x000012C5" to force SGSSAA, when the TF2 AA fix is enabled.
When I played it about a year ago with SGSSAA forced using "12C5", it also suffered from the same shadow "white line" issue as most Chrome Engine games.
Don't have it installed at the moment, so somebody else will have to test this.

Blaire
2013-12-14, 18:48:34
Since CoJ:BiB runs on the same Chrome Engine 4 as "Sniper: Ghost Warrior", I suspect we also need to use "0x000012C1" instead of "0x000012C5" to force SGSSAA, when the TF2 AA fix is enabled.
When I played it about a year ago with SGSSAA forced using "12C5", it also suffered from the same shadow "white line" issue as most Chrome Engine games.
Don't have it installed at the moment, so somebody else will have to test this.

Auf was du so alles achtest... Aber du sollst Recht behalten :D

Habs nochmal installiert, also die "12C1" funktionieren inzwischen besser, als es damals mit älteren Treibern noch der Fall war.
"12C5" neigen dagegen weniger zum Blur, leider wird aber die LOD-Schwäche zum Verhängnis, es flimmert extrem, so daß man diese Bits eigentlich nur ohne aktivierter LOD-Anpassung empfehlen kann.
In jedem Fall sollte man zusätzlich den "AA-Fix" aktiviert haben, damit keine Streifenbildung auftritt.

Default (no AA)|"0x000012C5"|"0x000012C1"
http://abload.de/thumb/coj_default5cl5l.png (http://abload.de/image.php?img=coj_default5cl5l.png)|http://abload.de/thumb/coj_12c5h6xn7.png (http://abload.de/image.php?img=coj_12c5h6xn7.png)|http://abload.de/thumb/coj_12c1hwxaf.png (http://abload.de/image.php?img=coj_12c1hwxaf.png)

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

SLIKnight
2013-12-14, 19:42:02
Auf was du so alles achtest... Aber du sollst Recht behalten :D

Habs nochmal installiert, also die "12C1" funktionieren inzwischen besser, als es damals mit älteren Treibern noch der Fall war.
"12C5" neigen dagegen weniger zum Blur, leider wird aber die LOD-Schwäche zum Verhängnis, es flimmert extrem, so daß man diese Bits eigentlich nur ohne aktivierter LOD-Anpassung empfehlen kann.
In jedem Fall sollte man zusätzlich den "AA-Fix" aktiviert haben, damit keine Streifenbildung auftritt.

Default (no AA)|"0x000012C5"|"0x000012C1"
http://abload.de/thumb/coj_default5cl5l.png (http://abload.de/image.php?img=coj_default5cl5l.png)|http://abload.de/thumb/coj_12c5h6xn7.png (http://abload.de/image.php?img=coj_12c5h6xn7.png)|http://abload.de/thumb/coj_12c1hwxaf.png (http://abload.de/image.php?img=coj_12c1hwxaf.png)

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

Thanks for testing this.
Of course I still care, might reinstall CoJ:BiB now :biggrin:
The SGSSAA shadow issue with this game always bothered me.
Also "12C5" wasn't very high quality anyway afair.

SLIKnight
2013-12-14, 19:43:48
The summary post was moved again: #5299 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10042297&postcount=5299)

aufkrawall
2013-12-14, 21:21:00
I'm short on time atm, hopefully before xmas.
But thanks a lot so far.

Gast
2013-12-14, 21:28:10
rainbow six vegas 1 und 2 sind alte ue3 spiele und laufen einwandfrei mit c1.

enslaved geht mit 0x080000C1

saints row 2 läuft mit 0x004000C0

0x080012C0 für alle auflösungen in wrc 4

SLIKnight
2013-12-14, 22:42:23
rainbow six vegas 1 und 2 sind alte ue3 spiele und laufen einwandfrei mit c1.

According to MrBonk, you need "12C1" in Vegas 2, but I suspect you might be right about "C1" being enough.
Can't test it myself, as I don't have Vegas 1 or 2.


enslaved geht mit 0x080000C1

Any blurring compared to "0x080100C5"?


saints row 2 läuft mit 0x004000C0

Awesome, will add this to my summary post.


0x080012C0 für alle auflösungen in wrc 4

Are you sure?
Adding the "8" usually only applies to newer UE3 games, when you run at 16:10 resolutions?
You still need to use 8xQ MSAA+2/4/8xSG to avoid blurring, right?

MrBonk
2013-12-15, 07:07:52
C1 might be enough for Vegas 1. But it wasn't when I tested for Vegas 2. I can try again when I have another day off.


Also: Mind comparing 0x004000C0 in saint's row 2 with 0x004012C1 with HDR on *and* Off?

I dont' have it installed anymore.

It's harder these days to narrow down what the absolute bare minimum of bits are for a game since DRST doesn't work anymore.

Plus I like to play it safe anyway

MrBonk
2013-12-15, 07:48:51
No, it is absolutely impossible to force AA in Arcania, at least with the DX9 AA bits currently in the driver.
It falls in the same category as Hard Reset/Shadow Warrior, GTA4/EFLC.
But SoftTH downsampling should work well in Arcania.



Since CoJ:BiB runs on the same Chrome Engine 4 as "Sniper: Ghost Warrior", I suspect we also need to use "0x000012C1" instead of "0x000012C5" to force SGSSAA, when the TF2 AA fix is enabled.
When I played it about a year ago with SGSSAA forced using "12C5", it also suffered from the same shadow "white line" issue as most Chrome Engine games.
Don't have it installed at the moment, so somebody else will have to test this.


Downsampling 2x2 with FXAA produces excellent results(Not perfect mind you), but the UI scales with resolution in the demo. I just bought the full game and I've read about a 360 based UI that can be enabled.

SLIKnight
2013-12-15, 14:55:22
C1 might be enough for Vegas 1. But it wasn't when I tested for Vegas 2. I can try again when I have another day off.


I see, we better keep "12C1" then for Vegas 2 ;)



It's harder these days to narrow down what the absolute bare minimum of bits are for a game since DRST doesn't work anymore.
Plus I like to play it safe anyway

Personally I never used DRST in my testing.
IMO experience and "trial and error" is more important when testing both SLI and AA profiles.
There is no way of "playing it safe" really, as unnecessary AA bits or SLI bits in a profile can actually introduce new problems, i.e. graphics glitches, blurring or poor scaling/stuttering (in case of SLI). :smile:

SLIKnight
2013-12-15, 15:08:41
Unless someone provides screenshot evidence of "0x004000C0" working in Saints Row 2, I think we should also keep the "0x004012C1" flag originally posted by MrBonk.
Here is an updated version of my summary post for the AA lists:

1) The reference for the "Mafia II" SGSSAA entry should be changed, and it should be noted in "Anmerkungen/Links", that you need to use 8xQ MSAA+2/4/8xSG to avoid blurring: #873 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8681413&postcount=873)
2) It should be mentioned in "Anmerkungen/Links", that the "0x204002C1" SGSSAA flag for "The Wolf Among Us" only works for 16:9 resolutions: #5080 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9958280&postcount=5080)
3) "0x004012C1" should be added for MSAA and SGSSAA in "Iron Brigade": #5128 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9970449&postcount=5128)
4) "0x000012C0" should be added for SGSSAA in "WRC 4 FIA World Rally Championship" (Only 16:9 resolutions, use 8xQ MSAA+2/4/8xSG to avoid blurring): #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), #5243 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10018911&postcount=5243)
5) "0x080000C1" should be added for SGSSAA in "Sanctum 2": #5150 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9978176&postcount=5150)
6) "0x080100C5" should be added for SGSSAA in "Enslaved: Odyssey to the West": Guru3D AA thread (#1496) (http://forums.guru3d.com/showpost.php?p=4684556&postcount=1496)
7) "0x000002C1" should be added for SGSSAA & OGSSAA in "Nights into Dreams...": #5164 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9980176&postcount=5164)
8) "0x004010C1" should be added for SGSSAA & OGSSAA in "Lego Marvel Super Heroes": #5175 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9982838&postcount=5175)
9) "0x000012C1" (Performance) and "0x000032C1" (Quality) should be added for SGSSAA in "Pac-Man and the Ghostly Adventures": #5177 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9983171&postcount=5177)
10) "0x000002C1" and "0x000032C1" should be added for respectively SGSSAA and MSAA+TrSSAA in "King's Bounty: The Legend": #5180 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9984404&postcount=5180)
11) "0x000020C1" should be added for SGSSAA & OGSSAA in "Pinball Arcade": #5194 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9990415&postcount=5194)
12) "0x080000C1" should be added for SGSSAA in "Brothers: A Tale of Two Sons": #5196 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9991796&postcount=5196)
13) "0x000000C1" should be added for SGSSAA & OGSSAA in "Poker Night at the Inventory": #5200 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9993322&postcount=5200)
14) "0x004002C1" and "0x004022C1" should be added for respectively SGSSAA and MSAA in "Poker Night at the Inventory 2": #5200 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9993322&postcount=5200)
15) "0x080000C1" should be added for SGSSAA in "Deadfall Adventures": #5213 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10006697&postcount=5213)
16) "0x080000C1" should be added for SGSSAA in "Contrast": #5217 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10008338&postcount=5217)
17) "0x000012C1" should be added for SGSSAA in "Rainbow Six: Vegas 2": #5218 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10010260&postcount=5218)
18) "0x000010C1" should be added for SGSSAA in "Rogue Warrior": #5249 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10019320&postcount=5249)
19) "0x004012C1" should be added for SGSSAA in "Saints Row 2": #5263 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10028504&postcount=5263)
20) "0x004012C1" should be added for SGSSAA & OGSSAA in "Urban Trials Freestyle": #5268 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10031949&postcount=5268)
21) The SGSSAA flag for "Sniper: Ghost Warrior" should be changed to "0x000012C1": #3696 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9602282&postcount=3696), #5277 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10039547&postcount=5277)
22) My "Max Payne 3" tweaking guide should be added as a reference to the existing SGSSAA entry: #2879 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9390412&postcount=2879), #5280 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10040575&postcount=5280)
23) "0x004000C1" should be added for SGSSAA & OGSSAA in "Surgeon Simulator 2013": #5281 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10040602&postcount=5281)
24) The SGSSAA flag for "Call of Juarez: Bound in Blood" should be changed to "0x000012C1": #5290 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10041465&postcount=5290)
25) "0x204002C1" should be added for SGSSAA in "The Walking Dead: Season Two": #5312 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10045942&postcount=5312)

MrBonk
2013-12-15, 21:49:10
Ah well, I used it because it allowed me to know exactly what combinations did what. And I remember a large portion of them. Just not all of them.

Without it, I wouldn't have been able to find the right flags for Patrician IV for example.


And in my testing, i've yet to ever encounter a glitch or problem when playing it safe. But, of course there are probably games out there that there would be problems with :p

QuadReaktor
2013-12-16, 09:43:18
Könnte mir BITTE mal jemand einen Screenshot vom Inspector machen in dem bei einem beliebigen Spiel (Oder besser bei The Bureau XCOM Declassified) 4xOGSSAA eingestellt ist.
Ich check das irgendwie nicht und würde mich darüber echt freuen ! Also Bitte HELP !!!

Blade II
2013-12-16, 13:49:59
Warum nutzt du nicht SGSSAA? Das ist OGSSAA klar überlegen:

http://abload.de/thumb/xcom-sgssaai9y3v.png (http://abload.de/image.php?img=xcom-sgssaai9y3v.png)

Gast
2013-12-16, 15:22:21
Könnte mir BITTE mal jemand einen Screenshot vom Inspector machen in dem bei einem beliebigen Spiel (Oder besser bei The Bureau XCOM Declassified) 4xOGSSAA eingestellt ist.
Ich check das irgendwie nicht und würde mich darüber echt freuen ! Also Bitte HELP !!!

Einfach bei Antialiasing - Setting nicht 4x Multisampling sondern 2x2 auswählen. Bei Transparency Supersampling nichts einstellen und auch den LOD auf standard.

hellibelli
2013-12-17, 11:04:28
Ich fände es eh super, wenn man hinter den Bits auf der Startseite immer einen Anhang der Inspector Einstellungen finden könnte bzw. anhängen würde.

Für einige (mich mal eingeschlossen) wäre dieses absolut hilfreich.

Vielleicht mal eine Überlegung wert.

CrimsoN
2013-12-17, 11:23:44
Ich fände es eh super, wenn man hinter den Bits auf der Startseite immer einen Anhang der Inspector Einstellungen finden könnte bzw. anhängen würde.

Für einige (mich mal eingeschlossen) wäre dieses absolut hilfreich.

Vielleicht mal eine Überlegung wert.

Also die paar Werte kann doch echt jeder selber eintragen :eek:
Ist doch keine Dr arbeit.

Deisi
2013-12-18, 08:12:31
Die Bits von TWD 1 und Wolf Among Us gehen leider nicht für TWD Season 2. Beide neigen zu starkem Blur.

Blade II
2013-12-18, 10:17:27
Also die paar Werte kann doch echt jeder selber eintragen :eek:
Ist doch keine Dr arbeit.
Für Neulinge sind die Einstellungsmöglichkeiten schon etwas chaotisch, insofern hat hellibelli recht.

RMA
2013-12-18, 15:00:34
Die Bits von TWD 1 und Wolf Among Us gehen leider nicht für TWD Season 2. Beide neigen zu starkem Blur.

Komisch, dabei ist es doch unzweifelhaft die gleiche Engine wie bei TWAU. :confused: Finde ich ziemlich bitter, da gerade die Telltale-Games erheblich von SGSSAA profitieren, sieht dann eben wie gezeichnet aus.

SLIKnight
2013-12-18, 17:18:56
Die Bits von TWD 1 und Wolf Among Us gehen leider nicht für TWD Season 2. Beide neigen zu starkem Blur.

Make sure you are running at a 16:9 resolution.
Also disable or reduce any ingame post processing settings, to see if it makes a difference to blurring.
You might also want to try the following bits:

0x284002C1
0x204402C1
0x204012C1

I doubt any of these will fix the problem, but it is worth a shot. :smile:

CrimsoN
2013-12-18, 17:22:25
Für Neulinge sind die Einstellungsmöglichkeiten schon etwas chaotisch, insofern hat hellibelli recht.

Anders lernen sie es doch nicht !
Musste ich ja auch alles lernen wie man was einstellt mir hat auch keiner geholfen :(

Und es ist ja oben alles ordenlich beschrieben oder zu not schaut er hier mal rein:
http://extreme.pcgameshardware.de/rollenspiele-und-adventures/207854-update-sgssaa-und-ao-fuer-mass-effect-3-frei-schalten.html

SLIKnight
2013-12-18, 17:24:24
rainbow six vegas 1 und 2 sind alte ue3 spiele und laufen einwandfrei mit c1.

enslaved geht mit 0x080000C1

saints row 2 läuft mit 0x004000C0

0x080012C0 für alle auflösungen in wrc 4

Could you please provide screenshot evidence?
Then we can add these AA flags to the list ;)

Deisi
2013-12-18, 18:37:51
Make sure you are running at a 16:9 resolution.
Also disable or reduce any ingame post processing settings, to see if it makes a difference to blurring.
You might also want to try the following bits:

0x284002C1
0x204402C1
0x204012C1

I doubt any of these will fix the problem, but it is worth a shot. :smile:

Thanks, but these bits make no noticeable difference.

NoAA

http://abload.de/thumb/noaa56d2o.jpg (http://abload.de/image.php?img=noaa56d2o.jpg)

0x204002C1 - 8xSGSSAA

http://abload.de/thumb/0x204002c1t1cne.jpg (http://abload.de/image.php?img=0x204002c1t1cne.jpg)

I played a bit and I find it not so bad with sweetfx sharpening

SLIKnight
2013-12-19, 00:21:39
I have moved my summary post again: #5320 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10047992&postcount=5320)

RMA
2013-12-19, 00:22:59
Regarding #5312: Comparing the screenshots the blur or loss of detail seem to be of purely subjective nature. There's more detail in the 8xSGSSAA shot, take a look at the treetops in the back and middleground. The single plant in the foreground proves there's not actually a loss of detail. Slight loss of contrast though and as the human perception of sharpness is mainly based on contrast that's probably the reason it seems sort of blurry. A comparison of 2x, 4x and 8xSGSSAA could be interesting in this regard.

SLIKnight
2013-12-19, 16:15:12
Anybody tried forcing SGSSAA in "Sniper: Ghost Warrior 2"?
I suspect "0x000012C1" will work, since this flag does a great job in Crysis 2 DX9: #4351 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9796209&postcount=4351)
Don't have S:GW2, but I believe it is a DX9-only game.

Gast
2013-12-19, 20:19:08
Tom Clancy's Rainbow Six: Vegas
Tom Clancy's Rainbow Six: Vegas 2

AA bits: 0x000000C1 - SGSSAA, OGSSAA
AO bits: 0x00000002

no AA vs 8xSGSSAA, HBAO+, ShadowRes 4096
http://abload.de/thumb/r6vegas_0x000000004jlx4.png (http://abload.de/image.php?img=r6vegas_0x000000004jlx4.png)http://abload.de/thumb/r6vegas_0x000000c12haur.png (http://abload.de/image.php?img=r6vegas_0x000000c12haur.png) http://abload.de/thumb/r6vegas2_0x00000000aex38.png (http://abload.de/image.php?img=r6vegas2_0x00000000aex38.png)http://abload.de/thumb/r6vegas2_0x000000c1eay0v.png (http://abload.de/image.php?img=r6vegas2_0x000000c1eay0v.png)

qu3x^
2013-12-19, 21:07:53
That 8xSGSSAA screenshot looks good to me.
Very little blurring IMO.
Here is an updated version of my recommended changes to the AA list:

Even though its blurry, sweetfxs seem to give the leaves and stuff on the trees a better resolution on far distance. Could be neg LOD.

MrBonk
2013-12-20, 06:03:00
After double checking 0x000000C1 IS good enough for SGSSAA in RSVegas 2.

:D

So it can be definitely changed to that.

Gast
2013-12-20, 13:52:31
Sniper: Ghost Warrior 2 - AA bits: 0x000012C1 - SGSSAA

no AA vs 8xSGSSAA
http://abload.de/thumb/sniperghostwarrior2_0xrkvm.png (http://abload.de/image.php?img=sniperghostwarrior2_0xrkvm.png) http://abload.de/thumb/sniperghostwarrior2_0b9kol.png (http://abload.de/image.php?img=sniperghostwarrior2_0b9kol.png) http://abload.de/thumb/sniperghostwarrior2_pbgk43.png (http://abload.de/image.php?img=sniperghostwarrior2_pbgk43.png)

SLIKnight
2013-12-20, 16:15:03
I have moved my summary post again: #5334 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10050731&postcount=5334)

SLIKnight
2013-12-22, 16:53:02
Anybody found an HBAO+ profile for "Hard Reset"?
"Shadow Warrior", which is also running on the RoadHog Engine, has ingame AO support.
But unfortunately Hard Reset doesn't.

Blaire
2013-12-22, 21:36:36
Anybody found an HBAO+ profile for "Hard Reset"?
"Shadow Warrior", which is also running on the RoadHog Engine, has ingame AO support.
But unfortunately Hard Reset doesn't.

Auf die Schnelle, versuch mal die beiden vorgefertigten AO-Bits "0x00000029" ( geringere Intensität) oder "0x0000002D" (intensivere Schattierung)
Ob die auch fehlerfrei funktionieren, kann ich nicht versprechen.

Default (no AO)|"0x00000029"|"0x0000002D"
http://abload.de/thumb/hardreset1xne45.png (http://abload.de/image.php?img=hardreset1xne45.png)|http://abload.de/thumb/hardreset2tcff6.png (http://abload.de/image.php?img=hardreset2tcff6.png)|http://abload.de/thumb/hardreset30ddvw.png (http://abload.de/image.php?img=hardreset30ddvw.png)

Gast
2013-12-22, 22:09:25
ENSLAVED: Odyssey to the West - AA bits: 0x000000C1 - SGSSAA, OGSSAA

no AA vs 32xSSAA
http://abload.de/thumb/enslaved_0x000000000mkan.png (http://abload.de/image.php?img=enslaved_0x000000000mkan.png) http://abload.de/thumb/enslaved_0x000000c1t0jke.png (http://abload.de/image.php?img=enslaved_0x000000c1t0jke.png)

SLIKnight
2013-12-22, 23:28:20
Auf die Schnelle, versuch mal die beiden vorgefertigten AO-Bits "0x00000029" ( geringere Intensität) oder "0x0000002D" (intensivere Schattierung)
Ob die auch fehlerfrei funktionieren, kann ich nicht versprechen.

Default (no AO)|"0x00000029"|"0x0000002D"
http://abload.de/thumb/hardreset1xne45.png (http://abload.de/image.php?img=hardreset1xne45.png)|http://abload.de/thumb/hardreset2tcff6.png (http://abload.de/image.php?img=hardreset2tcff6.png)|http://abload.de/thumb/hardreset30ddvw.png (http://abload.de/image.php?img=hardreset30ddvw.png)

Awesome, thanks Blaire.
"0x00000029" looks nice and subtle, while "0x0000002D" is a little over the top IMO.

ENSLAVED: Odyssey to the West - AA bits: 0x000000C1 - SGSSAA, OGSSAA

no AA vs 32xSSAA
http://abload.de/thumb/enslaved_0x000000000mkan.png (http://abload.de/image.php?img=enslaved_0x000000000mkan.png) http://abload.de/thumb/enslaved_0x000000c1t0jke.png (http://abload.de/image.php?img=enslaved_0x000000c1t0jke.png)

Looks great.
Is "0x080000C1" needed for 16:10 resolutions in this UE3 game?

CrimsoN
2013-12-23, 02:33:01
Zu The Witcher 2 finde keine Bits hier oder wo anders, geht hier einfach kein SGSSAA oder wie schaut es aus ?

Blade II
2013-12-23, 07:53:32
Ja und nein. Es gibt ein Bit das jedoch sehr unscharf ist. Mir ist dabei aufgefallen, dass die Unschärfe abnimmt je mehr Multi-Samples aktiviert werden. Selbst bei 8x SGSSAA ist das Ergebnis immer noch schlecht.

OGSSAA geht gar nicht, das erzeugt starke Grafikfehler. Im Endeffekt konnte ich die besten Ergebnisse mit SMAA und Downsampling erzielen, der Leistungseinbruch bei 2x DS ist leider enorm.

Ein paar weitere Details: https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10028968&postcount=5265

Gast
2013-12-23, 10:02:48
Is "0x080000C1" needed for 16:10 resolutions in this UE3 game?no.

Hübie
2013-12-23, 10:07:50
Das ingame Ubersampling zusammen mit SMAA liefert auch schon ein sehr gutes Ergebnis, wie ich finde. Ich glaube es ist auch ein Stück mehr performant als das Downsampling-Pendant.

aufkrawall
2013-12-23, 11:10:21
Das Übersampling glättet aber auch schlechter.

CrimsoN
2013-12-23, 13:30:30
Ich nutze gerade 1.5xDS zusammen mit im Ingame AA (nicht ÜberSampling) und da flimmert alles noch wie sau und ich hab gerade 36 FPS zuvor waren 70+.

Und wie ich lese geht wohl auch keine Normales MSAA -.-"
Also muss ich wohl auf SMAA + FXAA + 1.5DS zurückgreifen was mir garnicht gefällt.

Raff
2013-12-23, 14:03:18
Des Hexers ÜberSampling entspricht AFAIK 1,5x1,5 SSAA mit vernünftigem Downfilter und ist daher qualittativ dem GeForce-Downsampling vorzuziehen.

MfG,
Raff

aufkrawall
2013-12-23, 14:04:09
Ne, da gabs afair deutlich mehr Zacken mit.

CrimsoN
2013-12-23, 14:15:02
Des Hexers ÜberSampling entspricht AFAIK 1,5x1,5 SSAA mit vernünftigem Downfilter und ist daher qualittativ dem GeForce-Downsampling vorzuziehen.

MfG,
Raff

Also ich hatte mir gesten noch mal eure Bilder dazu an geschaut und ich finde der ÜberMod schaut schlechter aus als normales DS.

1680x1050 | inGame AA + ÜberSampler
http://abload.de/img/witcher2_2013_12_23_16pe3c.png (http://abload.de/image.php?img=witcher2_2013_12_23_16pe3c.png)
2560x1600@1050p | InGame AA
http://abload.de/img/witcher2_2013_12_23_17nui2.png (http://abload.de/image.php?img=witcher2_2013_12_23_17nui2.png)

Der übersampler bringt eine unschärfe mit sich das ist echt eklig.

SLIKnight
2013-12-23, 16:02:18
I have moved my summary post again: #5339 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10051308&postcount=5339)

CrimsoN
2013-12-23, 18:15:38
Ubersampling doesn't have to be blurry in Witcher 2.
Personally I'm using a combination of ingame postAA+Ubersampling+1.5x1.5 DS from 2880x1800 to 1920x1200.
As long as you turn off "bloom" and all three types of DoF, there is no blurring, and it looks and runs great on 780 GTX SLI.
Here is an AA/tweaking guide, I wrote a while ago for Witcher 2: #4413 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9815822&postcount=4413)
To avoid any more confusion regarding forced MSAA and SGSSAA in Witcher 2, I recommend this guide is added as an additional reference to the "The Witcher" SGSSAA entry.
I have been working hard on finalizing my AA summary post, and here is the outcome:

1) The reference for the "Mafia II" SGSSAA entry should be changed, and it should be noted in "Anmerkungen/Links", that you need to use 8xQ MSAA+2/4/8xSG to avoid blurring: #873 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8681413&postcount=873)
2) My AA/tweaking guide for "Witcher 2" should be added as an additional reference to the "The Witcher" SGSSAA entry: #4801 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9897790&postcount=4801), #4413 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9815822&postcount=4413)
3) It should be mentioned in "Anmerkungen/Links", that the "0x204002C1" SGSSAA flag for "The Wolf Among Us" only works for 16:9 resolutions: #5080 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9958280&postcount=5080)
4) "0x004012C1" should be added for MSAA and SGSSAA in "Iron Brigade": #5128 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9970449&postcount=5128)
5) "0x080012C0" should be added for SGSSAA in "WRC 4 FIA World Rally Championship" (Use 8xQ MSAA+2/4/8xSG to avoid blurring): #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), #5243 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10018911&postcount=5243), #5294 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10041678&postcount=5294)
6) "0x080000C1" should be added for SGSSAA in "Sanctum 2": #5150 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9978176&postcount=5150)
7) "0x000002C1" should be added for SGSSAA & OGSSAA in "Nights into Dreams...": #5164 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9980176&postcount=5164)
8) "0x004010C1" should be added for SGSSAA & OGSSAA in "Lego Marvel Super Heroes": #5175 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9982838&postcount=5175)
9) "0x000012C1" (Performance) and "0x000032C1" (Quality) should be added for SGSSAA in "Pac-Man and the Ghostly Adventures": #5177 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9983171&postcount=5177)
10) "0x000002C1" and "0x000032C1" should be added for respectively SGSSAA and MSAA+TrSSAA in "King's Bounty: The Legend": #5180 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9984404&postcount=5180)
11) "0x000020C1" should be added for SGSSAA & OGSSAA in "Pinball Arcade": #5194 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9990415&postcount=5194)
12) "0x080000C1" should be added for SGSSAA in "Brothers: A Tale of Two Sons": #5196 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9991796&postcount=5196)
13) "0x000000C1" should be added for SGSSAA & OGSSAA in "Poker Night at the Inventory": #5200 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9993322&postcount=5200)
14) "0x004002C1" and "0x004022C1" should be added for respectively SGSSAA and MSAA in "Poker Night at the Inventory 2": #5200 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9993322&postcount=5200)
15) "0x080000C1" should be added for SGSSAA in "Deadfall Adventures": #5213 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10006697&postcount=5213)
16) "0x080000C1" should be added for SGSSAA in "Contrast": #5217 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10008338&postcount=5217)
17) "0x000010C1" should be added for SGSSAA in "Rogue Warrior": #5249 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10019320&postcount=5249)
18) "0x004000C0" should be added for SGSSAA in "Saints Row 2": #5263 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10028504&postcount=5263), #5294 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10041678&postcount=5294)
19) "0x004012C1" should be added for SGSSAA & OGSSAA in "Urban Trials Freestyle": #5268 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10031949&postcount=5268)
20) My "Max Payne 3" tweaking guide should be added as a reference to the existing SGSSAA entry: #2879 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9390412&postcount=2879), #5280 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10040575&postcount=5280)
21) Since SGSSAA can be forced with "0x004000C1" in most games based on the Unity engine (http://en.wikipedia.org/wiki/Unity_%28game_engine%29), I think we should combine this into one list entry to save space:

Unity engine (Kerbal Space Program, Rochard, Slender: The Arrival, Surgeon Simulator 2013) SGSSAA flag "0x004000C1": #3089 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9424790&postcount=3089), NVIDIA AA guide (#991) (http://forums.guru3d.com/showpost.php?p=4171174&postcount=991), #5170 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9981519&postcount=5170), #5281 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10040602&postcount=5281)

22) The SGSSAA flag for "Call of Juarez: Bound in Blood" should be changed to "0x000012C1": #5290 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10041465&postcount=5290)
23) "0x204002C1" should be added for SGSSAA in "The Walking Dead: Season Two": #5312 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10045942&postcount=5312)
24) "0x000000C1" should be added for SGSSAA & OGSSAA in "Rainbow Six: Vegas 1 & 2": #5316 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10047180&postcount=5316)
25) "0x000012C1" should be added for SGSSAA in "Sniper: Ghost Warrior 1 & 2: #3696 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9602282&postcount=3696), #5277 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10039547&postcount=5277), #5319 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10047828&postcount=5319)
26) "0x000000C1" should be added for SGSSAA & OGSSAA in "Enslaved: Odyssey to the West": #5323 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10050142&postcount=5323)

This is the absolute final version of my recommended changes to the AA list.
I'm kinda busy at the moment, and will probably not be posting here on the forums until after new years, so I want to wish all you guys a merry christmas and a happy new year :smile:

Ich habe nur eine GTX680@1.2GHz und nicht wie du zwei GTX780 wo ich mal locker Ds und ubersamping nutzen kann ^^

Aber ich schau mir das ganze mal an .

MrBonk
2013-12-23, 21:31:03
Auf die Schnelle, versuch mal die beiden vorgefertigten AO-Bits "0x00000029" ( geringere Intensität) oder "0x0000002D" (intensivere Schattierung)
Ob die auch fehlerfrei funktionieren, kann ich nicht versprechen.

Default (no AO)|"0x00000029"|"0x0000002D"
http://abload.de/thumb/hardreset1xne45.png (http://abload.de/image.php?img=hardreset1xne45.png)|http://abload.de/thumb/hardreset2tcff6.png (http://abload.de/image.php?img=hardreset2tcff6.png)|http://abload.de/thumb/hardreset30ddvw.png (http://abload.de/image.php?img=hardreset30ddvw.png)
Thanks for that, I will add these to my list I am making and I will double check them for any glitches or errors sometime soon.

2D is more preferable for my tastes and looks more natural without being overblown like many Screen Space techniques.

Also ich hatte mir gesten noch mal eure Bilder dazu an geschaut und ich finde der ÜberMod schaut schlechter aus als normales DS.

1680x1050 | inGame AA + ÜberSampler
http://abload.de/img/witcher2_2013_12_23_16pe3c.png (http://abload.de/image.php?img=witcher2_2013_12_23_16pe3c.png)
2560x1600@1050p | InGame AA
http://abload.de/img/witcher2_2013_12_23_17nui2.png (http://abload.de/image.php?img=witcher2_2013_12_23_17nui2.png)

Der übersampler bringt eine unschärfe mit sich das ist echt eklig.
http://screenshotcomparison.com/comparison/54018
The better question is which looks better in motion and which handles it better?

Ubersharpness =/= good IQ or AA.

A lot of the assets in TW2 seem oversharpened as it is and as if they were designed to be blurred by Ubersampling intentionally. And I hope the same is true for TW3, which looks ugly as fuck thanks to all the sharpening going on.

MrBonk
2013-12-24, 01:01:53
I was trying to find a bit for Supreme Commander 2, but it seems impossible. Luckily the In game MSAA is of good quality and can be enhanced to SGSSAA without issue. (It's not shitty looking either like in most games.) There is some minor UI blur(And some of the same SS glitches FFXIV has around some text) but other than that it looks great.

8xMSAA In game http://i.minus.com/iNLQmTfhWnI5T.png http://i.minus.com/ibu2rOizJrOwOk.png
Enhanced 8xSGSSAA http://i.minus.com/ibz16zW4lWGrJ9.png http://i.minus.com/i0uURA4TH9TYa.png

SLIKnight
2013-12-24, 03:29:11
I did a little tweaking in the DX9 mode of Crysis 2 using the MaldoHD 4.0 (http://maldotex.blogspot.dk/2013/02/maldohd-40-final-version.html) mod, and would like to share my results.
Here is a screenshot at 1920x1200 with 8xSGSSAA forced using "0x000012C1", along with all my settings ("Motion Blur Amount" is set to "Disabled" ingame, and "High Res Textures" is set to "Yes"):

http://abload.de/thumb/crysis2_2013_12_24_02jgchg.png (http://abload.de/image.php?img=crysis2_2013_12_24_02jgchg.png) http://abload.de/thumb/crysis2_2013_12_24_02kpibn.png (http://abload.de/image.php?img=crysis2_2013_12_24_02kpibn.png) http://abload.de/thumb/crysis2_2013_12_24_02fwi3r.png (http://abload.de/image.php?img=crysis2_2013_12_24_02fwi3r.png) http://abload.de/thumb/crysis2_2013_12_24_02mbf8j.png (http://abload.de/image.php?img=crysis2_2013_12_24_02mbf8j.png) http://abload.de/thumb/crysis2_2013_12_24_02r7f4i.png (http://abload.de/image.php?img=crysis2_2013_12_24_02r7f4i.png) http://abload.de/thumb/crysis2_2013_12_24_025rcoz.png (http://abload.de/image.php?img=crysis2_2013_12_24_025rcoz.png) http://abload.de/thumb/crysis2_2013_12_24_02incmj.png (http://abload.de/image.php?img=crysis2_2013_12_24_02incmj.png) http://abload.de/thumb/crysis2_2013_12_24_029tfpj.png (http://abload.de/image.php?img=crysis2_2013_12_24_029tfpj.png) http://abload.de/thumb/crysis2_2013_12_24_02zte6b.png (http://abload.de/image.php?img=crysis2_2013_12_24_02zte6b.png) http://abload.de/thumb/maldosettings22dwv.png (http://abload.de/image.php?img=maldosettings22dwv.png) http://abload.de/thumb/crysis2_autoexec6ldr5.png (http://abload.de/image.php?img=crysis2_autoexec6ldr5.png) http://abload.de/thumb/crysis2inspectorrsd9t.png (http://abload.de/image.php?img=crysis2inspectorrsd9t.png)

There are a few annoying caveats to using the MaldoHD Configuration Utility.
Even if you set "Antialiasing" to "No AA" and "Depth of Field" to "None" in the utility, postprocessing AA and DoF are still enabled ingame.
In fact it is impossible to completely disable the depth of field effect in Crysis 2, because of the way the game is coded: #4973 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9928935&postcount=4973)

Disabling postprocessing AA is very important when forcing SGSSAA, and this can only be done by adding "r_PostMSAA = 0" (without quotes) to the "autoexec.cfg" file created by Maldo's mod.
Unfortunately this results in rain effects disappearing ingame, but IMO that is a small price to pay for perfect SGSSAA.
Just remember not to use the MaldoHD Configuration Utility after editing "autoexec.cfg", or any manually added command lines will be deleted.
Alternatively you could backup the file or make it "read-only" after deciding on your final settings.

I have disabled "Real Time Reflections" and "SSDO" as these settings seem to reduce performance significantly for very little visual benefit, especially when 8xSGSSAA is forced.
There is not much more to say about my MaldoHD settings, since the remaining disabled features are DX11 exclusives anyway.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I have also compiled a small list of tweaks for Crysis 3.
These are primarily meant to "enhance" the ingame "Very High" settings, and are optimized for using any of the MSAA or SMAA modes.


autoexec.cfg:

r_ChromaticAberration = 0
r_FogShadows = 0
r_FogShadowsWater = 0
r_Sharpening = 0.1
r_TexturesStreamPoolSize = 1024

system.cfg:

g_skipIntro = 1
r_multiGPU = 1
cl_FOV = 70
r_DrawNearFOV = 70
pl_movement.power_sprint_target_FOV = 70
i_mouse_accel = 0
i_mouse_smooth = 1
sys_MaxFPS = 60


Personally i'm using all "Very High" settings (including "Very High" texture quality) and "SMAA MGPU (2x)" at 2880x1800, combined with the above tweaks.
This gives me 1.5x1.5 Downsampling or 2.25xSSAA at my native resolution of 1920x1200.
To smooth out performance further and minimize stuttering, I also recommend setting "Power management mode" to "Prefer maximum performance" in your Crysis 3 driver profile.

You might have noticed, that I disabled "Chromatic Aberration" and reduced the amount of image sharpening (default is 0.25).
Both of these tweaks are done to improve overall IQ when using MSAA or any of the SMAA modes.
The default amount of sharpening might be fine when using one of the more blurry postprocessing AA modes (FXAA, TXAA etc.), but it causes alot of shimmering and shader aliasing with MSAA and SMAA.
I also disabled Real-Time Volumetric Cloud Shadows (http://www.tweakguides.com/Crysis3_15.html), since it was causing small "black squares" to appear on certain maps, particularly around water.
This graphics issue was supposedly fixed in Patch 1.2 (http://forum.dlh.net/thread.php?threadid=37826), but still appears for me with the latest Patch 1.4 (http://forum.dlh.net/thread.php?threadid=38086) and 331.65 WHQL drivers.

SLIKnight
2013-12-24, 03:49:12
I have moved my summary post again: #5352 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10054549&postcount=5352)

Knacki99
2013-12-24, 11:12:17
Gibt es eine Möglichkeit - oder Bits - in EADOR Masters of the broken World vernünftiges AA zum Laufen zu bekommen?

InGame Option scheint nicht zu funktionieren unf forciertes SGSSAA greift (ohne Bits) auch nicht.

MrBonk
2013-12-27, 05:23:30
Castle of Illusion Staring Mickey Mouse:


General Information:

This game is a curious case. And has some interesting and odd things about it.

Has Built in AA. Doesn't say what kind of AA it is. But i'm guessing it is either custom or some form of multisampling since a large majority of the Aliasing in the game is geometry based and the in game AA only seems to affect geometry.

Also, it doesn't perform or look like either FXAA or SMAA. It also increases VRAM usage which also would seem to point to MSAA. As well SMAA can't be used on top of it. Which can commonly happen with some game's MSAA or other methods of AA. While FXAA can be applied on top of it. And the SMAA log.log doesn't present any errors when trying to run SMAA on top of in game AA

No AA http://i.minus.com/ibb0nD5DzSa4xh.png
In game AA http://i.minus.com/ibMnlj0CgO9ze.png
FXAA http://i.minus.com/iRi2Rrg9lhyKm.png
SMAA Ultra http://i.minus.com/iz4gcWMj6H3cP.png

(SMAA May look better in these stills, but it actually looks a lot worse than the in game AA. The in game AA actually helps with a lot of stuff in motion. Plus, SMAA causes ugly artifacts on tons of stuff in this game. Especially the UI. Flicking on the title screen text and other stuff. While FXAA doesn't have the same artifacts as SMAA it doesn't handle anything in motion by itself at native resolution any better. )

The game also has SSAO, but no option to disable it (EDIT 2014: The "post process" option actualy disables AO!). The quality isn't terrible. It's actually pretty decent aside from the usual haloing issues , unrealistic occlusion, clouding, and some other stuff.
Interestingly, if you force AA through inspector with no AA Bits it will disable the SSAO. Which does result in a performance increase over AA with AO enabled (Which requires a bit). And the scene is a little lacking in some depth as a result of it being disabled.


Further more: if you force OGSSAA or OGSSAA-Hybrid(+-SGSSAA), it seems to disable the blurring kernel part of the SSAO process and gives you the raw dithered appearing AO. This doesn't happen with SGSSAA. (Edit:2014, simply disable "post process")

__________________________________________

The Bit
0x000002C1 - SGSSAA. OGSSAA, OGSSAA-Hybrid+-SGSSAA if you disable the AO via "post process"
(the 2 is needed to keep SSAO working when it's enabled. C1 by itself functions the same as no bits. For example 3200x1800 C1 8xSGSSAA http://i.minus.com/itPeYlcnGKJCN.png)

___________________________________________

Pictures

No AA http://i.minus.com/ibb0nD5DzSa4xh.png
In Game AA http://i.minus.com/ibMnlj0CgO9ze.png
FXAA http://i.minus.com/iRi2Rrg9lhyKm.png
SMAA Ultra http://i.minus.com/iz4gcWMj6H3cP.png
No Bits 8xSGSSAA http://i.minus.com/iM9Q3IVVWLD13.png
2C1 8xSGSSAA http://i.minus.com/ibqc9FMr6rXnFb.png
4x4 OGSSAA http://i.minus.com/ibl36bxCwVefxH.png
16xS+4xSGSSAA http://i.minus.com/ibvck9tcw7f1VE.png
3200x1800 in game AA + FXAA DS 900p http://i.minus.com/iJ0eeYPS5jEbw.png
3200x1800 FXAA DS 900p http://i.minus.com/i3r7rYbge5o94.png
3200x1800 SMAA Ultra DS 900p http://i.minus.com/iBtS9sWndInhB.png
3200x1800 no AA DS 900p http://i.minus.com/iQUutp1BWYuh6.png (For giggles)


3200x1800 No AA http://i.minus.com/iehkYF3UDMHOQ.png
3200x1800 in game AA http://i.minus.com/ibr2dO6L0XS39T.png
3200x1800 in game AA+FXAA http://i.minus.com/ibtXaZbt0wlj5m.png (As you can see, FXAA on top actually does some Reverse-AA that happens when FXAA is applied on top of MSAA usually. Once downsampled though it's impossible to tell)
3200x1800 FXAA http://i.minus.com/isIMl9pxuMGAv.png
3200x1800 SMAA http://i.minus.com/iie40lWiTZyVf.png

________________________________________________________


My personal recommendation is to simply use the in game AA + Downsampling+FXAA. It produces the best performance/IQ tradeoff IMO.


Though, 8xSGSSAA looks pretty dang good in motion. I can get ~30FPS at 1600x900 on my 570 with 8xSGSSAA.

A comparison (Pictures. In motion it's extremely hard to tell the difference really)
http://screenshotcomparison.com/comparison/54478

Gast
2013-12-27, 09:22:26
hi Mr bonk
do you know the sgssaa flag for ms splosion man please thx in advance

BR4DDERS
2013-12-27, 12:51:23
hi Mr bonk
do you know the sgssaa flag for ms splosion man please thx in advance

"0x000012C1" works for Ms. Splosion Man when using a 16:9 resolution (1920x1080), I tried "0x080012C1" using 1680x1050 (16:10) but it didn't work.

No AA:

http://i.imgur.com/9ER2BuEs.jpg (http://i.imgur.com/9ER2BuE.jpg)

8x SGSSAA

http://i.imgur.com/hoX9TGDs.jpg (http://i.imgur.com/hoX9TGD.jpg)

Gast
2013-12-27, 17:37:56
Castle of Illusion Staring Mickey Mouse:
Further more: if you force OGSSAA or OGSSAA-Hybrid(+-SGSSAA), it seems to disable the blurring kernel part of the SSAO process and gives you the raw dithered appearing AO. This doesn't happen with SGSSAA.
i can see it with sgssaa override too. in-game AA + 8x sgssaa (app controlled) works best imho.

Gast
2013-12-27, 20:33:30
Mr Bonk ur OP dude =) "should work"...well it does!
thx so much i've been browsing days to find it back without success
btw any news about "naruto shipudden" flag seems nobody wrote anything bout it
again thx dude =)

SLIKnight
2013-12-27, 21:00:43
Castle of Illusion Staring Mickey Mouse:
A comparison (Pictures. In motion it's extremely hard to tell the difference really)
http://screenshotcomparison.com/comparison/54478

Judging from this comparison, the downsampling+ingame AA+FXAA method looks better than forced SGSSAA.
Take a look at the white floating "diamond" above the tree trunk lying on the road.
It looks more aliased with 8xSGSSAA IMO.
Also, why not just enhance the ingame MSAA setting with SGSSAA as "Gast" suggests?
Is there a significant difference in IQ between enhanced and forced SGSSAA in this game?

carrierlost
2013-12-27, 21:46:32
World of Tanks has released version 8.10 on December 23. Unfortunately the described AA bits no longer work as the screen is all grey-foggy. I've tried various bits, but have not found a working configuration. If anyone has gotten WOT to work, please post your settings.

SLIKnight
2013-12-27, 21:49:42
World of Tanks has released version 8.10 on December 23. Unfortunately the described AA bits no longer work as the screen is all grey-foggy. I've tried various bits, but have not found a working configuration. If anyone has gotten WOT to work, please post your settings.

Please make sure you have "Antialiasing fix" set to "On" in your global profile in NVIDIA Inspector, and then retry the "0x000012C1" SGSSAA flag for WoT.

carrierlost
2013-12-28, 01:14:14
Please make sure you have "Antialiasing fix" set to "On" in your global profile in NVIDIA Inspector, and then retry the "0x000012C1" SGSSAA flag for WoT.

Retried that as well. No difference I'm afraid. Here is game screenshot:
http://www.upload.ee/image/3790656/shot_033.jpg

MrBonk
2013-12-28, 02:23:53
i can see it with sgssaa override too. in-game AA + 8x sgssaa (app controlled) works best imho.


It doesn't happen with override with 2C1 for me. I tried it multiple times and it only happened with C1 by itself or with no bits. Weird.:confused:

The problem with enhancing the in game AA with SGSSAA is that we don't know the sample count they are using.. my guess is 2 samples based on how it looks.


But, again you know. Please feel free to experiment and find what works for you! It's half the reason why I post comparisons of so many different methods.

Judging from this comparison, the downsampling+ingame AA+FXAA method looks better than forced SGSSAA.
Take a look at the white floating "diamond" above the tree trunk lying on the road.
It looks more aliased with 8xSGSSAA IMO.
Also, why not just enhance the ingame MSAA setting with SGSSAA as "Gast" suggests?
Is there a significant difference in IQ between enhanced and forced SGSSAA in this game?

Oh it definitely does look more aliased in a still.

But you know, again really the option is there for those who want it. SGSSAA still isn't a bad option to use in this game and it does look pretty good in motion.

And as far as enhanced I can't say, can refer to my above where i don't know what sample count they are using. But I suppose I can test that out and find out for sure

SLIKnight
2013-12-28, 04:00:29
It doesn't happen with override with 2C1 for me. I tried it multiple times and it only happened with C1 by itself or with no bits. Weird.:confused:
The problem with enhancing the in game AA with SGSSAA is that we don't know the sample count they are using.. my guess is 2 samples based on how it looks.


For a DX9 game like this, you should be able to enhance from ingame 2xMSAA/4xMSAA to "8xQ MSAA+8xSGSSAA" using the driver.
There is no need to add a custom AA flag to the list, if enhancing the ingame AA setting works just as well :wink:

Btw, I updated my AA/tweaking guides for ArmA 2 and Max Payne 3: #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047), #5280 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10040575&postcount=5280)
The "downsampling" screenshots have been resized from 2880x1800 to 1920x1200 using Paint.NET.

SLIKnight
2013-12-28, 04:46:13
I have moved my AA list summary post: #5354 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10055309&postcount=5354)

SLIKnight
2013-12-28, 19:07:19
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
AA options and tweaking in Witcher 2
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

It is actually possible to force both MSAA and SGSSAA in The Witcher 2: Assassins of Kings using respectively "0x000032C1" and "0x000012C1": #1459 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8962597&postcount=1459)
Unfortunately MSAA causes artifacts, and SGSSAA is very blurry.
Personally I'm not willing to live with either of these rather serious AA related problems.
Instead of forcing AA in Witcher 2, I'm using the following tweaked settings in my "User.ini" file:

[MouseInput]
SensitivityX=0.5
SensitivityY=0.5
Smoothness=0

[Rendering]
AllowAntialias=1
AllowBloom=0
AllowBlur=0
AllowCutsceneDOF=1
AllowDOF=0
AllowDecals=1.0
AllowMotionBlur=1
AllowRain=0
AllowSSAO=1
AllowScatterDOF=0
AllowShafts=1
AllowSharpen=1
AllowVignette=1
AspectRatio=3
AtlasTextureDownscale=0
CharacterLodGameplayDownscale=0
DanglesLimiter=0
DetailTextureDownscale=0
FoliageDistanceScale=1.2
Fullscreen=1
MaxAtlasTextureSize=4096
MaxCubeShadowCount=3
MaxCubeShadowSize=2048
MaxSpotShadowCount=3
MaxSpotShadowSize=2048
MaxTextureSize=2048
MeshDistanceScale=1.2
ShadowQuality=3
ShadowedLights=3
TextureDownscale=0
TextureMemoryBudget=1500 (Set to no more than around half your VRAM)
Ubersampling=0
Vsync=0

[Viewport]
Height=2400
Width=3840

My User.ini is tweaked for "true" ULTRA settings, since the configurator is still semi-broken and doesn't put all the correct variables in this file: The Witcher 2: Performance Thread (#2825) (http://www.neogaf.com/forum/showpost.php?p=28106991&postcount=2825)

As you see, I'm using 2x2 driver downsamping from 3840x2400 to 1920x1200 combined with ingame MLAA (AllowAntialias=1) as my AA solution in Witcher 2.
The ingame "Ubersampling" setting is very demanding and produces a subpar result, unless it is increased to ridiculous and unplayable levels: #5916 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10262070&postcount=5916)

I disabled "Bloom", "Blur Effects", "Depth of Field - Gameplay", "Wet Surfaces Rain Effect" and "Cinematic Depth of Field", since these effects mostly just ruin IQ and performance, and blur away details in an otherwise beautiful game.
Furthermore I slightly increased "MeshDistanceScale" and "FoliageDistanceScale" from the default Ultra values (1.0) to 1.2.
To reduce ingame stuttering, I increased the texture cache to "TextureMemoryBudget=1500".
Additionally I found, that setting "Smoothness=0" under the [MouseInput] section of User.ini helps in reducing the "floaty" feeling of the mouse in Witcher 2 (this is particularly noticeable in cutscenes and in the menu).
Remember to make User.ini "Read-only" after performing the tweaking, or the game configurator might reset them.

The REDengine 2 (http://en.wikipedia.org/wiki/REDengine) used in Witcher 2 can be quite prone to frame skipping or stuttering in certain parts of the game, both for SLI and single GPU setups.
For this reason, I recommend reducing "Maximum pre-rendered frames" to "2" in your Witcher 2 NVIDIA profile.
Some users claim, that disabling "Threaded optimization" might also help smooth out gameplay in Witcher 2: Mouse issues and jerky walking (Steam Users' Forums) (http://forums.steampowered.com/forums/showthread.php?t=2808102)
However I noticed no difference in smoothness between "Threaded optimization" at its default setting (Auto) and "Off".

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
HBAO+ and SSAO investigation
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

In the process of writing this tweak guide, I also tried experimenting with forced HBAO+ and anisotropic filtering.
Due to the way the game is rendered, driver forced AF only gets applied to certain parts of the image, and doesn't affect ground textures at all: HBAO+ Compatibility Flags Thread (#717) (http://forums.guru3d.com/showpost.php?p=4892730&postcount=717)
And I wasn't able to find a working HBAO+ flag, which didn't either bleed through elements of the scene or flickered on and off.
HBAO+ can also seriously reduce GPU usage in Witcher 2 from 98-99% with ingame SSAO to only 65-70% with HBAO+ forced.
Luckily, the ingame SSAO implementation is quite decent and really looks excellent when combined with downsampling.

I even tried the "0x00000033" AO flag suggested by "Dictator93" from the Guru3D Forums: HBAO+ Compatibility Flags Thread (#764) (http://forums.guru3d.com/showpost.php?p=4896198&postcount=764)
Unfortunately this flag has absolutely no impact on image quality, FPS or GPU usage at 3840x2400.
Possibly this is some sort of resolution or aspect ratio limitation, but with the above mentioned User.ini settings, ingame SSAO remains the only viable AO solution in Witcher 2.
Here are some comparison screenshots at 3840x2400 without any AO (AllowSSAO=0), HBAO+ forced using "0x00000033" and finally with ingame SSAO enabled (AllowSSAO=1):

No AO|HBAO+ (0x00000033)|SSAO|Performance loss from SSAO
81.9 FPS (1050 MB)|81.8 FPS (1046 MB)|65.7 FPS (1135 MB)|19.8%
http://abload.de/thumb/witcher21_noaoaoj0m.png (http://abload.de/image.php?img=witcher21_noaoaoj0m.png)|http://abload.de/thumb/witcher21_0x00000033x7j1i.png (http://abload.de/image.php?img=witcher21_0x00000033x7j1i.png)|http://abload.de/thumb/witcher21_ingamessao4zkia.png (http://abload.de/image.php?img=witcher21_ingamessao4zkia.png)
77.6 FPS (1128 MB)|77.6 FPS (1148 MB)|63.4 FPS (1213 MB)|18.3%
http://abload.de/thumb/witcher22_noao7ikia.png (http://abload.de/image.php?img=witcher22_noao7ikia.png)|http://abload.de/thumb/witcher22_0x00000033t7k6z.png (http://abload.de/image.php?img=witcher22_0x00000033t7k6z.png)|http://abload.de/thumb/witcher22_ingamessaop9kt2.png (http://abload.de/image.php?img=witcher22_ingamessaop9kt2.png)|
70.9 FPS (1254 MB)|70.5 FPS (1264 MB)|55.6 FPS (1340 MB)|21.6%
http://abload.de/thumb/witcher23_noaozjjdg.png (http://abload.de/image.php?img=witcher23_noaozjjdg.png)|http://abload.de/thumb/witcher23_0x00000033hokv9.png (http://abload.de/image.php?img=witcher23_0x00000033hokv9.png)|http://abload.de/thumb/witcher23_ingamessaorpk4e.png (http://abload.de/image.php?img=witcher23_ingamessaorpk4e.png)|
106.6 FPS (1272 MB)|105.7 FPS (1280 MB)|79.4 FPS (1390 MB)|25.5%
http://abload.de/thumb/witcher24_noaoylj6o.png (http://abload.de/image.php?img=witcher24_noaoylj6o.png)|http://abload.de/thumb/witcher24_0x00000033jtjpr.png (http://abload.de/image.php?img=witcher24_0x00000033jtjpr.png)|http://abload.de/thumb/witcher24_ingamessaowlj90.png (http://abload.de/image.php?img=witcher24_ingamessaowlj90.png)|

http://abload.de/thumb/witcher2_inspector64km8.png (http://abload.de/image.php?img=witcher2_inspector64km8.png)

Ingame SSAO isn't perfect in Witcher 2, and does suffer from a bit of haloing.
But at high levels of downsampling it is a very acceptable solution IMO.
The performance hit is also within acceptable limits, and is typically around 20-25% at 3840x2400 on my 2-way GTX 780 system.

SLIKnight
2013-12-28, 22:01:07
Pending further investigation of Castle of Illusion Starring Mickey Mouse (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10053620&postcount=5341) by MrBonk, here is an updated version of my recommended changes to the AA list:

1) The reference for the "Mafia II" SGSSAA entry should be changed, and it should be noted in "Anmerkungen/Links", that you need to use 8xQ MSAA+2/4/8xSG to avoid blurring: #873 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8681413&postcount=873)
2) It should be mentioned in "Anmerkungen/Links", that the "0x204002C1" SGSSAA flag for "The Wolf Among Us" only works for 16:9 resolutions: #5080 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9958280&postcount=5080)
3) "0x004012C1" should be added for MSAA and SGSSAA in "Iron Brigade": #5128 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9970449&postcount=5128)
4) "0x080012C0" should be added for SGSSAA in "WRC 4 FIA World Rally Championship" (Use 8xQ MSAA+2/4/8xSG to avoid blurring): #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), #5243 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10018911&postcount=5243), #5294 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10041678&postcount=5294)
5) "0x080000C1" should be added for SGSSAA in "Sanctum 2": #5150 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9978176&postcount=5150)
6) "0x000002C1" should be added for SGSSAA & OGSSAA in "Nights into Dreams...": #5164 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9980176&postcount=5164)
7) "0x004010C1" should be added for SGSSAA & OGSSAA in "Lego Marvel Super Heroes": #5175 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9982838&postcount=5175)
8) "0x000012C1" (Performance) and "0x000032C1" (Quality) should be added for SGSSAA in "Pac-Man and the Ghostly Adventures": #5177 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9983171&postcount=5177)
9) "0x000002C1" and "0x000032C1" should be added for respectively SGSSAA and MSAA+TrSSAA in "King's Bounty: The Legend": #5180 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9984404&postcount=5180)
10) "0x000020C1" should be added for SGSSAA & OGSSAA in "Pinball Arcade": #5194 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9990415&postcount=5194)
11) "0x000000C1" should be added for SGSSAA & OGSSAA in "Poker Night at the Inventory": #5200 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9993322&postcount=5200)
12) "0x004002C1" and "0x004022C1" should be added for respectively SGSSAA and MSAA in "Poker Night at the Inventory 2": #5200 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9993322&postcount=5200)
13) "0x080000C1" should be added for SGSSAA in "Deadfall Adventures": #5213 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10006697&postcount=5213)
14) "0x080000C1" should be added for SGSSAA in "Contrast": #5217 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10008338&postcount=5217)
15) "0x000010C1" should be added for SGSSAA in "Rogue Warrior": #5249 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10019320&postcount=5249)
16) "0x004000C0" should be added for SGSSAA in "Saints Row 2": #5263 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10028504&postcount=5263), #5294 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10041678&postcount=5294)
17) "0x004012C1" should be added for SGSSAA & OGSSAA in "Urban Trials Freestyle": #5268 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10031949&postcount=5268)
18) My "Max Payne 3" tweaking guide should be added as a reference to the existing SGSSAA entry: #2879 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9390412&postcount=2879), #5280 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10040575&postcount=5280)
19) Since SGSSAA can be forced with "0x004000C1" in most games based on the Unity engine (http://en.wikipedia.org/wiki/Unity_%28game_engine%29), I think we should combine this into one list entry to save space:

Unity engine (Kerbal Space Program, Rochard, Slender: The Arrival, Surgeon Simulator 2013) SGSSAA flag "0x004000C1": #3089 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9424790&postcount=3089), NVIDIA AA guide (#991) (http://forums.guru3d.com/showpost.php?p=4171174&postcount=991), #5170 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9981519&postcount=5170), #5281 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10040602&postcount=5281)

20) The SGSSAA flag for "Call of Juarez: Bound in Blood" should be changed to "0x000012C1": #5290 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10041465&postcount=5290)
21) "0x204002C1" should be added for SGSSAA in "The Walking Dead: Season Two": #5312 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10045942&postcount=5312)
22) "0x000000C1" should be added for SGSSAA & OGSSAA in "Rainbow Six: Vegas 1 & 2": #5316 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10047180&postcount=5316)
23) "0x000012C1" should be added for SGSSAA in "Sniper: Ghost Warrior 1 & 2: #3696 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9602282&postcount=3696), #5277 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10039547&postcount=5277), #5319 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10047828&postcount=5319)
24) "0x000000C1" should be added for SGSSAA & OGSSAA in "Enslaved: Odyssey to the West": #5323 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10050142&postcount=5323)
25) My "Crysis 2 & 3" AA/tweaking guide should be added as a reference to the "Crysis 2" SGSSAA entry: #5338 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10051302&postcount=5338)
26) "0x000012C1" should be added for SGSSAA in "Ms. Splosion Man" (Only works for 16:9 resolutions): #5343 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10053813&postcount=5343)
27) My AA/tweaking guide for "Witcher 2" should be added as an additional reference to the "The Witcher" SGSSAA entry: #4801 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9897790&postcount=4801), #5353 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10055171&postcount=5353)
28) "0x084010C1" should be added for SGSSAA in "Deadly Premonition: The Director's Cut": Deadly Premonition SLI Profile (GeForce forums) (https://forums.geforce.com/default/topic/631851/sli/deadly-premonition-sli-profile/)
29) It should be clearly stated in "Anmerkungen/Links", that the "Shadows" setting must be disabled when forcing MSAA or SGSSAA in "World of Tanks": #5355 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10055668&postcount=5355)
30) "0x080000C1" should be added for SGSSAA in "Brothers: A Tale of Two Sons": #5356 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10055810&postcount=5356)

BeetleatWar1977
2013-12-29, 13:11:07
kleines Update für World of Tanks:

mit Patchstand 8.10 funktionieren die Bits sowohl für MSAA als auch für SGSSAA nur noch mit Schatten auf AUS!

Dafür scheinen die Transparenzfehler am Panzer weg zu sein, Bilder folgen

Edgecrusher86
2013-12-29, 15:43:02
Ich habe mal wieder im Steam-Sale zugeschlagen. :biggrin:
Brothers - A Tale Of Two Sons ist jedenfalls ein weiteres UE3-Game (bedarf allerdings eines Controllers!).
0x080000C1 greift. ;)

http://abload.de/thumb/brothers96s5k.png (http://abload.de/image.php?img=brothers96s5k.png)


No AA
http://abload.de/thumb/brothers_2013_12_29_1aasx8.png (http://abload.de/image.php?img=brothers_2013_12_29_1aasx8.png)

8x SGSSAA
http://abload.de/thumb/brothers_2013_12_29_1oxson.png (http://abload.de/image.php?img=brothers_2013_12_29_1oxson.png)

P.S.: Ich habe mich auch mal an UE-SLI-Bits versucht und diverse getestet, aber es kam immer wieder an einigen Stellen zu Flackern.
SLI ist aber eh nicht notwendig, da das Spiel auch ohne VSync Engine bedingt ein 60 fps Limit hat. 8x SGSSAA stellt hier auch mit SGPU (GTX TITAN) kein Problem dar - die 60 fps werden gehalten. :)

E: Haha, you work in FTL-Mode, SLIKnight! :D

E2: SLI kann man nun auch zum Laufen bringen -> thx @ SLIKnight -> http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10055916&postcount=1275

MfG
Edge

SLIKnight
2013-12-29, 16:02:33
Ich habe mal wieder im Steam-Sale zugeschlagen. :biggrin:
Brothers - A Tale Of Two Sons ist jedenfalls ein weiteres UE3-Game (bedarf allerdings eines Controllers!).
0x080000C1 greift. ;)

P.S.: Ich habe mich auch mal an UE-SLI-Bits versucht und diverse getestet, aber es kam immer wieder an einigen Stellen zu Flackern.


Nice job, I have added your post to my AA list summary. :wink:
In regards to SLI and flickering, did you try using the special "0x0010010A" SLI bit as described by aufkrawall in this post?: SLI sammelthread (#640) (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9532739&postcount=640)
This secondary SLI bit tend to remove flickering in some UE3 games.

Edgecrusher86
2013-12-29, 16:07:54
Thx, hehe, I saw it -> have a look at E:. :)
Nope, good sir, I will test these and if they work without flickering I will add a reply to the SLI compatibility bits thread. :)

E: I'm sorry but the special SLI-bits cannot be recommended for Brothers as the result is an ugly blackscreen -> hard reset. :freak:

But as I mentioned before, the game is so less demanding, you can enjoy 1080p + 8x SGSSAA with a SGPU at the max. possible fps (60). Maybe also with a GTX 680 or similar. :)

SLIKnight
2013-12-29, 16:49:36
I'm sorry but the special SLI-bits cannot be recommended for Brothers as the result is an ugly blackscreen -> hard reset. :freak:


Ouch, I'm sorry for recommending them to you then :frown:
But this special SLI bit combined with a normal SLI profile DOES solve flickering issues in SLI mode in some newer UE3 games, such as Chivalry: Medieval Warfare (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9966394&postcount=1194) and Painkiller: Hell & Damnation (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9532739&postcount=640)

Edgecrusher86
2013-12-29, 16:55:09
E: Argh - sorry, my bad...I copied them into the normal SLI bits value (real douchbag style :D), didn't read they have to be put into an undefined value. Yeah...finally it works without flickering. Thank you, sir! No wonder the blackscreen appeared. :D


I choose 0x02406405 -> ~ 6x% GPU load at 1080p + 8x SG @ 60 fps - no really need for SLI at all - maybe when combined with OGSSAA or at higher native resolutions. Maybe there are better scaling bits, but I don't need them. ;D


8x SGSSAA + 0x02406405 SLI Bits with special undefinied bits 0x0010010A @ Value 0x0095DEF9
http://abload.de/thumb/brothers_2013_12_29_1hti3l.png (http://abload.de/image.php?img=brothers_2013_12_29_1hti3l.png)

SLIKnight
2013-12-29, 17:26:05
I have moved my AA summary: #5365 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10056713&postcount=5365)

SLIKnight
2013-12-29, 17:33:20
No problem, you/we couldn't know. :)

E: Argh - sorry, my bad...I copied them into the normal SLI bits value (real douchbag style :D), didn't read they have to be put into an undefined value. Yeah...finally it works without flickering. Thank you, sir! No wonder the blackscreen appeared. :D


I choose 0x02406405 -> ~ 60% GPU load at 1080p + 8x SG @ 60 fps.


8x SGSSAA
http://abload.de/thumb/brothers_2013_12_29_1hti3l.png (http://abload.de/image.php?img=brothers_2013_12_29_1hti3l.png)

OK, I was also kinda baffled by this simple "anti-flickering" bit causing a hard-reset/restart. :biggrin:
Did you try removing the 60 FPS cap, just to see how SLI scales without it?
This is typically done in UE3 games by changing "bSmoothFrameRate=True" to "bSmoothFrameRate=False" in your .Ini files.

Edgecrusher86
2013-12-29, 17:38:14
OK, I was also kinda baffled by this simple "anti-flickering" bit causing a hard-reset/restart. :biggrin:
Did you try removing the 60 FPS cap, just to see how SLI scales without it?
This is typically done in UE3 games by changing "bSmoothFrameRate=True" to "bSmoothFrameRate=False" in your .Ini files.

Haha, yes...that was kinda strange. :D
No, I didn't removed the 60 FPS cap yet, will test ist right now and then try some different SLI comp. bits . :)

MrBonk
2013-12-30, 03:28:07
Oh, also I just remembered. For the person who said that they still saw the raw SSAO with SGSSAA forced with 2C1 and Castle of Illusion.

I forgot in my post that the AA Fix ALSO causes that with SGSSAA. If you disable the AA Fix it should not happen.


Also: I tested enhancing the in game AA with various methods with mixed results.

First off, just want to say when I say "Enhance in game AA +2xSGSSAA" It just means i'm hitting Enhance and then only putting something in the TRAA Field. For example when I say "Enhance in game AA with 8xQ+8xSGSSAA" it looks like this http://img.techpowerup.org/131229/nvidia_20131229_182320.png instead

2C1 8xSGSSAA http://i.minus.com/ibqc9FMr6rXnFb.png
Enhance in game AA with 8xQ + 8xSGSSAA http://i.minus.com/ibuc0BW3uXEUQb.png
Enhance In game AA +2xSGSSAA http://i.minus.com/i6rrIHCNXq5Fk.png
Enhance In game AA +4xSGSSAA http://i.minus.com/ihclLMF60coll.png
Enhance in game AA with 4xMSAA+4xSGSSAA http://i.minus.com/izSHdzK0dnceK.png (Notice there IS a difference from just enhancing 4xSGSSAA)

Obviously Enhancing SGSSAA isn't as good of quality as 2C1 override.

Performance is much better. But quality is not.

:smile:

SLIKnight
2013-12-30, 13:21:57
I have moved my AA summary post: #5371 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10061077&postcount=5371)

Darkman.X
2013-12-30, 14:32:51
Die neuen 320.14 Beta Treiber haben nun auch einen Fix für dieses störende "Streifen-Problem" integriert, welches bei einigen Games im Zusammenspiel mit SGSSAA und vorwiegend mit "10C1" AA-Bits auftrat.
http://www.forum-3dcenter.org/vbulletin/showthread.php?t=541941

Zunächst im NV Inspector die "Unknown-Settings" anzeigen lassen, dazu einfach auf rot markiertes Symbol klicken:
http://abload.de/img/nvi3cu11.jpg

Es handelt sich um dieses Bit (siehe NV-Inspector Screenshot), gelistet unter den "Unknown Bits", welches eigentlich für Team Fortress 2 vorgesehen ist, aber auch beliebig in anderen Games verwendet werden kann.
http://abload.de/thumb/stripesfixxuzm4.jpg (http://abload.de/image.php?img=stripesfixxuzm4.jpg)
Dieses "Unknown-Bit" lässt sich sowohl über Global, als auch direkt über Profil aktivieren.
Noch ein kleiner Hinweis: Leider hat der NV-Inspector ein kleines Problem bei der Initialisierung dieses Bit, um es über Global bzw. Profil zu aktivieren , sollte man zunächst von "0x00000000 (Team Fortress 2)" auf "0x00000001" ändern, dann auf "Apply" klicken und danach wieder zurück auf "0x00000000 (Team Fortress 2)" schalten und wieder mit "Apply" bestätigen, erst dann funktioniert es.

Hier ein Problem-Beispiel aus dem Game "Dead Island" und aktivierten SGSSAA "10C1"
Ohne Fix:
http://abload.de/thumb/deadisland_stripesgybue.png (http://abload.de/image.php?img=deadisland_stripesgybue.png)
Mit Fix:
http://abload.de/thumb/deadislandfixednoa8b.png (http://abload.de/image.php?img=deadislandfixednoa8b.png)


Ich spiele jetzt ein wenig verspätet auch "Dead Island". Man sollte vielleicht darauf hinweisen, dass es das Unknown Bit "0x000858F7" nicht mehr gibt. Dieses Bit heißt in neuen Inspector-Versionen "Antialiasing Fix".

Ich hatte ewig nach dem Unknown-Bit gesucht, bis ich mir mal die anderen Settings angeschaut hatte...

aufkrawall
2013-12-30, 14:34:29
Da weise ich im Startpost ja drauf hin.

LeChuck
2013-12-30, 22:41:14
Hat einer mal Path of Exile am Laufen? Ich hab irgendwie das Gefühl das die Kantenglättung über den Insepctor greift, aber trotzdem scheisse aussieht. Oder liegt es am Game?

carrierlost
2013-12-31, 17:54:50
Retried that as well. No difference I'm afraid. Here is game screenshot:
http://www.upload.ee/image/3790656/shot_033.jpg

I have now played around more World of Tanks settings. It seems that its possible to get it working without this fog pictured above if you change some graphics settings (vertical sync, tripple buffering works, maybe others) in game to other than current value and back. After that everything works as long you dont exit WOT.

Also someone else reported that shadows dont work. They certainly work for me, but I'm not using SGSSAA only MSAA with B2C1 bits as my card is not powerful enough (GTX760). Also the antialias fix bit does not make any difference for me.

SLIKnight
2014-01-01, 19:21:39
I have now played around more World of Tanks settings. It seems that its possible to get it working without this fog pictured above if you change some graphics settings (vertical sync, tripple buffering works, maybe others) in game to other than current value and back. After that everything works as long you dont exit WOT.

Also someone else reported that shadows dont work. They certainly work for me, but I'm not using SGSSAA only MSAA with B2C1 bits as my card is not powerful enough (GTX760). Also the antialias fix bit does not make any difference for me.

Maybe it would be best to simply leave the AA entries for WoT alone then, and just warn people about the caveats of using forced AA in this game.
Alternatively we could remove both the MSAA and SGSSAA entries completely from the AA list(s), as the developers seem to break forced AA in almost every single patch.

Btw, Happy new year to everyone on the 3DCenter forums :)

SLIKnight
2014-01-03, 21:15:59
I have moved my AA summary post: #5390 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10077828&postcount=5390)

Blade II
2014-01-06, 17:06:46
Post Apocalyptic Mayhem:

MSAA: 0x000030C1 (Quelle (http://forums.guru3d.com/showpost.php?p=3923478&postcount=308))
SGSSAA: 0x000010C1 (oder 0x000000C1 auf "low" Einstellungen)

SLIKnight
2014-01-06, 19:08:23
Hi guys, I have been doing a little tweaking in Hard Reset and Shadow Warrior, and would like to share my results.
In terms of AA, your best option in the RoadHog Engine (http://pcgamingwiki.com/wiki/Engine:Road_Hog_Engine) is probably 2x2 driver downsampling, either combined with ingame FXAA or alternatively ingame FSAAx4 and driver forced FXAA.
The reasoning behind these conclusions are explained very well by "MrBonk" in this post: #4870 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9912033&postcount=4870)

Sadly my Dell U2410 monitor can only do 3840x2400@40Hz even with manual timings, so I'm personally using 1.5x1.5 downsampling from 2880x1800 to 1920x1200 and FSAAx4 + driver FXAA.
I also tried 5760x3600@1920x1200@60Hz and ingame FXAA in "Hard Reset" using SoftTH (http://forums.guru3d.com/showpost.php?p=4446318&postcount=158), which should be equivalent to 3x3 OGSSAA.
While this worked just fine with a solid vsync'ed 60 FPS and excellent SLI scaling, the image quality just wasn't very good and the menu became all messed up :freak:

Fortunately "Shadow Warrior" has an ingame ambient occlusion setting, but "Hard Reset" doesn't.
I'm using the "0x00000029" flag to force "Quality" HBAO+ in "Hard Reset", as per this post by "Blaire": #5322 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10050118&postcount=5322)
The "0x0000002D" flag also suggested by "Blaire" causes a strange "foggy" look to the game in some scenes, so using it can't be recommended.
With all this background information out of the way, here are some screenshots of the final result (I'm using a vertical FOV of 70 in "Hard Reset" and 80 in "Shadow Warrior"):

http://abload.de/thumb/hardreset_2014_01_06_4ebgb.png (http://abload.de/image.php?img=hardreset_2014_01_06_4ebgb.png) http://abload.de/thumb/hardreset_2014_01_06_2exnt.png (http://abload.de/image.php?img=hardreset_2014_01_06_2exnt.png) http://abload.de/thumb/hardreset_2014_01_06_b7amm.png (http://abload.de/image.php?img=hardreset_2014_01_06_b7amm.png) http://abload.de/thumb/hardreset_2014_01_06_rgxvw.png (http://abload.de/image.php?img=hardreset_2014_01_06_rgxvw.png) http://abload.de/thumb/hardreset_2014_01_06_kzx0l.png (http://abload.de/image.php?img=hardreset_2014_01_06_kzx0l.png) http://abload.de/thumb/hardreset_2014_01_06_c9a88.png (http://abload.de/image.php?img=hardreset_2014_01_06_c9a88.png) http://abload.de/thumb/hardreset_2014_01_06_eqx8p.png (http://abload.de/image.php?img=hardreset_2014_01_06_eqx8p.png) http://abload.de/thumb/hr_settings_resize8fa5x.png (http://abload.de/image.php?img=hr_settings_resize8fa5x.png) http://abload.de/thumb/hr_inspectory0z55.png (http://abload.de/image.php?img=hr_inspectory0z55.png)

Naturally I'm not really pushing my 780 GTX's with these settings, but the result looks quite decent in motion IMO.
I'm using the same settings in "Shadow Warrior", except there is no need to force AO and the "0x02C00405" SLI profile is needed to avoid slowdowns: #1187 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9946527&postcount=1187)

MrBonk
2014-01-07, 03:19:43
How To Survive

General Information:

Nothing really out of the ordinary here other than the game ABSOLUTELY NEEDS the AAFix for AA to work right.

No AAFix http://i.minus.com/iq54WHOIdSLK.png
AA Fix http://i.minus.com/iWUZ3Y9unwMso.png


I spent the most time trying to find a HBAO+ Flag.

The foliage in this game caused the AO to be really unacceptable quality with lots of ugly flickering/undersampling artifacts. And even glitches where AO showed through the UI.

The only flag with remotely acceptable results was 0x00000017
And even then it still has some minor flickering issues. The issues are less evident when you downsample from a very high resolution. Which is my only ultimate recommendation for AO and this game.

3200x1800 No AA No AO http://i.minus.com/ibjo2Ic5YsTrYJ.png
3200x1800 No AA 017 HBAO+ http://i.minus.com/ibuCcsgUvgaInp.png
_______________________________________________________________

AA Bits:
0x004010C1 - SGSSAA,OGSSAA,OGSSAA Hybrid (+-SGSSAA)
0x004030C1 - MSAA,TrSSAA

MSAA+TrSSAA results aren't actually that bad. Pretty comparable to SGSSAA actually minus some specular aliasing. But performance hit is pretty close to that of SGSSAA Too. (Look at OSD in pictures)


____________________________________________________

Pictures:
No AA http://i.minus.com/ibzJVqSUKn3MYJ.png
8xQ MSAA+ 8xTrSSAA http://i.minus.com/ilza7JYfr2kCD.png
4xSGSSAA No LOD changes http://i.minus.com/itK7yiWGwn0Ba.png
4xSGSSAA Auto LOD http://i.minus.com/ibfPO3OdIR2WJV.png
4xSGSSAA -1.00 LOD http://i.minus.com/ibrEhBhn6X0txV.png
8xSGSSAA http://i.minus.com/iWUZ3Y9unwMso.png
2x2 OGSSAA *Inspector* http://i.minus.com/icEcIGxSeIFOl.png
2x2 OGSSAA *Downsampling* http://i.minus.com/ibcUQyAaGnQNyq.png
2x2 OGSSAA DS+FXAA http://i.minus.com/iUP0SaJrh8Ls3.png
4x4 OGSSAA http://i.minus.com/iJD9H0FxwQ1mQ.png
1800p No AA http://i.minus.com/ibjo2Ic5YsTrYJ.png
1800p FXAA http://i.minus.com/ibc8MFVvmRq8NS.png


After much testing, I am of the opinion that SGSSAA is absolutely the best choice. It looks the best in motion. And if you can downsample on top of that it only gets better.

2x2 Downsampling+FXAA/SMAA is another great choice though. Performance is great and IQ is great as well. AA in motion isn't as good though.

MrBonk
2014-01-07, 03:26:15
Thanks for testing the HBAO+ flags for Hard Reset. Good to have a confirmation

I will definitely add that to my list and remove 2D from contention.

SLIKnight
2014-01-07, 17:28:04
Thanks for testing the HBAO+ flags for Hard Reset. Good to have a confirmation

I will definitely add that to my list and remove 2D from contention.

Sure, "0x00000029" looks very nice in HR without being "overdone".
What list are you talking about? Did I miss something?

MrBonk
2014-01-07, 23:01:01
Oh, i'm making a list for HBAO+ flags that i'm gonna eventually make a thread for. That's all.

MrBonk
2014-01-10, 02:50:11
Metal Gear Rising Revengeance is full of problems.

The game only supports a max of 1080p.
And every resolution seems to be scaled by the game to your display resolution if your display resolution isn't supported.

Resolutions only showed on my PC, 800x600,1024x768,1280x720 and 1920x1080.
(My monitor is 1600x900)

Which causes problems for forcing AA. In game has up to 8xMSAA. So you'd think forcing SGSSAA be a no brainer. Nope.

Because of what seems to be the scaling forcing AA either doesn't work at all. Or it works, but the entire screen flickers batshit crazy. (Using flag 0x084012C1)
Or Just get a complete black screen, but all the UI elements work fine at 1080p (While at 720p AA simply isn't applied) with 0x080010C1
http://i7.minus.com/irJ55Vx99AV66.png
Screen

Here's a shot of 8xSGSSAA (When the screen flickers if you take a lot of screenshots you'll get a few where you have a normal frame)
http://i5.minus.com/iv2ZHreBcIzQh.png


Enhanced SGSSAA works pretty well , but it is blurrier and it seems to miss certain edges (Like in VR Missions the talking head of a character in the box Edit: after double checking forced SGSSAA does the same. I think that's just because of the scanlines in VR mode)
http://i.minus.com/iV1Ws10jYFBc3.png
http://i.minus.com/itnIDR66DrGgV.png



Strangely I also just discovered, if you force SGSSAA and then go in the options and enable in game MSAA and then switch it back off. The image won't flicker anymore

0x084012C1 8xSGSSAA
http://i.minus.com/iDNTgNBxVgg47.png
http://i.minus.com/iCBp7tlwazQuG.png
http://i.minus.com/iQcPKCdRJoeWx.png

I also cannot seem to find a single AO flag that does anything. I have tested about 80% of the flags in the driver so far.

MrBonk
2014-01-12, 07:34:21
I'd like to add an update for Trine 1.

The game needs the AA Fix to fix some glitches with SGSSAA.

No AA Fix http://i.minus.com/iDWdIgF0KwOtF.png
with AA Fix http://i.minus.com/i5cD8EPXxxhH1.png


Also: With any kind of AA (Including the in game SSAA) it causes some exaggeration of pattern artifacts on the HDR glow. (That exist even without AA but are largely unoticable.)

I'm guessing it has something to do with the blur kernel/filter/stage of the effect. Changing the values of the HDR Glow/scale in the options.txt doesn't seem to change anything.

No AA http://i.minus.com/iH0sokA3yUqFU.png
8xSGSSAA No Distortion with Glow http://i.minus.com/iVrGHjNdm5L9W.png


Playing with it disabled of course fixes it. But also downsampling helps a little bit

1800p in game 4xSSAA downsampled 900p http://i.minus.com/iuJb0CJx53xFj.png
1800p 4xSGSSAA Downsampled 900p http://i.minus.com/ibIprdLec4WlU.png

Gast
2014-01-12, 18:28:27
Metal Gear Rising: Revengeance - AA bits: 0x000002C0 - SGSSAA, OGSSAA

noAA vs 8xSGSSAA vs HBAO+
http://abload.de/thumb/metalgearrisingrevengdabtd.png (http://abload.de/image.php?img=metalgearrisingrevengdabtd.png) http://abload.de/thumb/metalgearrisingrevengmezk0.png (http://abload.de/image.php?img=metalgearrisingrevengmezk0.png) http://abload.de/thumb/metalgearrisingrevengcibxo.png (http://abload.de/image.php?img=metalgearrisingrevengcibxo.png) http://abload.de/thumb/metalgearrisingrevengcebe5.png (http://abload.de/image.php?img=metalgearrisingrevengcebe5.png)

MrBonk
2014-01-12, 22:33:15
Have they fixed the display scaling?

I could only get SGSSAA to work in fullscreen at 1080p with 84010C1 (With my display being 1600x900, without the 8 AA wouldn't be applied, without the 4 and just the 8 I get only a black screen.)

I couldn't get HBAO+ to work at all either ..

Also Deadly Premonition 0x004012C1 http://forums.guru3d.com/showpost.php?p=4742475&postcount=1638



Two Worlds

0x000000C1 - SGSSAA
8xSGSSAA http://i7.minus.com/ibkW0DJRw4BJSM.png

This game is a heaping pile of shit. Not because it's a bad game necessarily but because it's a complete technical disaster on so many levels. It's basically unplayable even when getting over 400FPS.

SLIKnight
2014-01-15, 00:59:04
Also Deadly Premonition 0x004012C1 http://forums.guru3d.com/showpost.php?p=4742475&postcount=1638


Actually I already added "0x084010C1" for SGSSAA in Deadly Premonition to my summary post (number 28 on the list): #5371 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10061077&postcount=5371)
The extra "8" is needed for SGSSAA to work with downsampling tools.

MrBonk
2014-01-16, 06:12:49
Eador: Masters of the Broken World - 0x084412c3 FXAA has to be enabled apparently or else it doesn't work

I asked the guy to post some on-off comparisons so there's that until we find out more info.

SLIKnight
2014-01-16, 20:56:30
Eador: Masters of the Broken World - 0x084412c3 FXAA has to be enabled apparently or else it doesn't work

I asked the guy to post some on-off comparisons so there's that until we find out more info.

Sounds strange to me, that SGSSAA isn't working without FXAA enabled :confused:
Are you sure his AA flag is actually doing anything?

MrBonk
2014-01-17, 02:15:00
Sounds strange to me, that SGSSAA isn't working without FXAA enabled :confused:
Are you sure his AA flag is actually doing anything?
Yeah that's why I asked for some comparisons.


Also:

the source engine flag 0x000000C0 also works for blur free SGSSAA,OGSSAA,OGSSAA-Hybrid in Zeno Clash

NoAA http://i.minus.com/ibgmuNalZ6ldML.png
No Flag 8xSGSSAA http://i.minus.com/iC9RN0BLmh6Sp.png
C0 8xSGSSAA http://i.minus.com/i3FzNAMwcBYKQ.png

Gast
2014-01-17, 15:59:00
Eador: Masters of the Broken World - OpenGL

SLIKnight
2014-01-17, 17:20:17
the source engine flag 0x000000C0 also works for blur free SGSSAA,OGSSAA,OGSSAA-Hybrid in Zeno Clash

NoAA http://i.minus.com/ibgmuNalZ6ldML.png
No Flag 8xSGSSAA http://i.minus.com/iC9RN0BLmh6Sp.png
C0 8xSGSSAA http://i.minus.com/i3FzNAMwcBYKQ.png

Awesome, but that is no big surprise really, since Zeno Clash also runs on "Source":
http://en.wikipedia.org/wiki/Zeno_Clash

Eador: Masters of the Broken World - OpenGL

That settles it then.
Incredible that some people still don't understand, that DX9 AA flags have no effect in OpenGL :freak:

MrBonk
2014-01-18, 07:28:09
Is it OGL? Hm. Perhaps placebo afterall, Or perhaps he doesn't know exactly what to look for in regards to aliasing.


I DO wish we had OGL flags though :( With rumors of Source2 being very Low level OGL and SteamOS and whatnot. We could really use those too.


But I doubt Nvidia will do anything about it :(

SLIKnight
2014-01-18, 19:50:44
I have updated my Batman: Arkham Asylum & City SGSSAA post: #3549 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9546485&postcount=3549)
It now contains detailed information about Arkham Origins as well, with various relevant references :)

SLIKnight
2014-01-18, 22:15:31
Here is an updated version of my list of recommended changes to the AA list:

1) The reference for the "Mafia II" SGSSAA entry should be changed, and it should be noted in "Anmerkungen/Links", that you need to use 8xQ MSAA+2/4/8xSG to avoid blurring: #873 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8681413&postcount=873)
2) It should be mentioned in "Anmerkungen/Links", that the "0x204002C1" SGSSAA flag for "The Wolf Among Us" only works for 16:9 resolutions: #5080 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9958280&postcount=5080)
3) "0x004012C1" should be added for MSAA and SGSSAA in "Iron Brigade": #5128 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9970449&postcount=5128)
4) "0x080012C0" should be added for SGSSAA in "WRC 4 FIA World Rally Championship" (Use 8xQ MSAA+2/4/8xSG to avoid blurring): #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), #5243 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10018911&postcount=5243), #5294 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10041678&postcount=5294)
5) "0x080000C1" should be added for SGSSAA in "Sanctum 2": #5150 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9978176&postcount=5150)
6) "0x000002C1" should be added for SGSSAA & OGSSAA in "Nights into Dreams...": #5164 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9980176&postcount=5164)
7) "0x004010C1" should be added for SGSSAA & OGSSAA in "Lego Marvel Super Heroes": #5175 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9982838&postcount=5175)
8) "0x000012C1" (Performance) and "0x000032C1" (Quality) should be added for SGSSAA in "Pac-Man and the Ghostly Adventures": #5177 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9983171&postcount=5177)
9) "0x000002C1" and "0x000032C1" should be added for respectively SGSSAA and MSAA+TrSSAA in "King's Bounty: The Legend": #5180 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9984404&postcount=5180)
10) "0x000020C1" should be added for SGSSAA & OGSSAA in "Pinball Arcade": #5194 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9990415&postcount=5194)
11) "0x000000C1" should be added for SGSSAA & OGSSAA in "Poker Night at the Inventory": #5200 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9993322&postcount=5200)
12) "0x004002C1" and "0x004022C1" should be added for respectively SGSSAA and MSAA in "Poker Night at the Inventory 2": #5200 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9993322&postcount=5200)
13) "0x080000C1" should be added for SGSSAA in "Deadfall Adventures": #5213 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10006697&postcount=5213)
14) "0x080000C1" should be added for SGSSAA in "Contrast": #5217 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10008338&postcount=5217)
15) "0x000010C1" should be added for SGSSAA in "Rogue Warrior": #5249 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10019320&postcount=5249)
16) "0x004000C0" should be added for SGSSAA in "Saints Row 2": #5263 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10028504&postcount=5263), #5294 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10041678&postcount=5294)
17) "0x004012C1" should be added for SGSSAA & OGSSAA in "Urban Trials Freestyle": #5268 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10031949&postcount=5268)
18) My "Max Payne 3" tweaking guide should be added as a reference to the existing SGSSAA entry: #2879 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9390412&postcount=2879), #5280 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10040575&postcount=5280)
19) Since SGSSAA can be forced with "0x004000C1" in most games based on the Unity engine (http://en.wikipedia.org/wiki/Unity_%28game_engine%29), I think we should combine this into one list entry to save space:

Unity engine (Kerbal Space Program, Rochard, Slender: The Arrival, Surgeon Simulator 2013) SGSSAA flag "0x004000C1": #3089 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9424790&postcount=3089), NVIDIA AA guide (#991) (http://forums.guru3d.com/showpost.php?p=4171174&postcount=991), #5170 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9981519&postcount=5170), #5281 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10040602&postcount=5281)

20) The SGSSAA flag for "Call of Juarez: Bound in Blood" should be changed to "0x000012C1": #5290 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10041465&postcount=5290)
21) "0x204002C1" should be added for SGSSAA in "The Walking Dead: Season Two": #5312 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10045942&postcount=5312)
22) "0x000000C1" should be added for SGSSAA & OGSSAA in "Rainbow Six: Vegas 1 & 2": #5316 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10047180&postcount=5316)
23) "0x000012C1" should be added for SGSSAA in "Sniper: Ghost Warrior 1 & 2: #3696 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9602282&postcount=3696), #5277 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10039547&postcount=5277), #5319 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10047828&postcount=5319)
24) "0x000000C1" should be added for SGSSAA & OGSSAA in "Enslaved: Odyssey to the West": #5323 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10050142&postcount=5323)
25) My "Crysis 2 & 3" AA/tweaking guide should be added as a reference to the "Crysis 2" SGSSAA entry: #5338 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10051302&postcount=5338)
26) "0x000012C1" should be added for SGSSAA in "Ms. Splosion Man" (Only works for 16:9 resolutions): #5343 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10053813&postcount=5343)
27) My AA/tweaking guide for "Witcher 2" should be added as an additional reference to the "The Witcher" SGSSAA entry: #4801 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9897790&postcount=4801), #5353 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10055171&postcount=5353)
28) "0x084010C1" should be added for SGSSAA in "Deadly Premonition: The Director's Cut": Deadly Premonition SLI Profile (GeForce forums) (https://forums.geforce.com/default/topic/631851/sli/deadly-premonition-sli-profile/)
29) "0x080000C1" should be added for SGSSAA in "Brothers: A Tale of Two Sons": #5356 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10055810&postcount=5356)
30) "0x000002C1" should be added for SGSSAA in "Castle of Illusion Starring Mickey Mouse" (AA fix must be DISABLED): #5364 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10056411&postcount=5364)
31) I think we should remove "0x000012C1" (SGSSAA) and "0x0000B2C1" (MSAA) from the AA lists for "World of Tanks": #5369 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10058148&postcount=5369)
32) "0x000030C1" and "0x000010C1" should be added for respectively MSAA and SGSSAA in "Post Apocalyptic Mayhem": #5372 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10064070&postcount=5372)
33) I think my AA/tweaking guide for "Hard Reset" should be added as a separate entry, since "RoadHog" is a very AA unfriendly engine: #5373 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10064252&postcount=5373)
34) "0x004030C1" and "0x004010C1" should be added for respectively "MSAA+TrSSAA" and "SGSSAA & OGSSAA" in "How to Survive": #5374 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10064692&postcount=5374)
35) "0x000002C0" should be added for SGSSAA & OGSSAA in "Metal Gear Rising: Revengeance" (possibly only works at some resolutions): #5380 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10070980&postcount=5380)

MrBonk
2014-01-20, 05:01:14
Brother's Two Sons
SGSSAA 0x000012C1
MSAA 0x080110C5


http://forums.guru3d.com/showpost.php?p=4746615&postcount=1668

CrimsoN
2014-01-20, 05:56:03
The standard UE3 flag "0x080000C1" works great for SGSSAA in Rising Storm & Red Orchestra 2.
To get optimal IQ and avoid problems when forcing SGSSAA, it is important to disable the ingame "Anti-Aliasing" option and set "Post Processing Quality" to "Low".

Forced SGSSAA is very demanding on some of the new "Rising Storm" maps, much more so than in the original "Red Orchestra 2".
For this reason, I recommend reducing "Shadow Quality" to "High" and "Occlusion Quality" to "Normal" to improve overall performance with practically no difference in graphics quality.

Contrary to what many people might think, the "Occlusion Quality" setting in RS/RO2 has nothing to do with "Ambient Occlusion".
It is however a type of Occlusion Culling (http://en.wikipedia.org/wiki/Hidden_surface_determination) used to determine, whether objects not in view should be rendered or not.
In theory setting "Occlusion Quality" to "High" should result in less object pop-in at a slight cost in average FPS, whereas setting it to "Normal" could increase FPS at the price of more object pop-in:
http://www.fpsadmin.com/forum/showpost.php?p=104531&postcount=1

I noticed no difference visually between "Normal" and "High" in my testing, but got a slight performance increase with "Occlusion Quality" on "Normal".
Here is a series of screenshots taken on the "Hanto" and "Guadalcanal" multiplayer maps with 8xSGSSAA forced at 1920x1200:

http://abload.de/thumb/rogame_2013_11_26_00_fkcb1.png (http://abload.de/image.php?img=rogame_2013_11_26_00_fkcb1.png) http://abload.de/thumb/rogame_2013_11_26_00_3qcfz.png (http://abload.de/image.php?img=rogame_2013_11_26_00_3qcfz.png) http://abload.de/thumb/rogame_2013_11_26_00_vxi4x.png (http://abload.de/image.php?img=rogame_2013_11_26_00_vxi4x.png) http://abload.de/thumb/rogame_2013_11_26_00_ude35.png (http://abload.de/image.php?img=rogame_2013_11_26_00_ude35.png) http://abload.de/thumb/rogame_2013_11_26_00_3edgw.png (http://abload.de/image.php?img=rogame_2013_11_26_00_3edgw.png) http://abload.de/thumb/rogame_2013_11_26_00_1ofaf.png (http://abload.de/image.php?img=rogame_2013_11_26_00_1ofaf.png) http://abload.de/thumb/rogame_2013_11_26_00_yfi6o.png (http://abload.de/image.php?img=rogame_2013_11_26_00_yfi6o.png) http://abload.de/thumb/rsgamesettings9lsrd.png (http://abload.de/image.php?img=rsgamesettings9lsrd.png) http://abload.de/thumb/risingstorm_videosetttzikf.png (http://abload.de/image.php?img=risingstorm_videosetttzikf.png) http://abload.de/thumb/rsaudiosettings2gshy.png (http://abload.de/image.php?img=rsaudiosettings2gshy.png) http://abload.de/thumb/risingstorm_inspectorsne14.png (http://abload.de/image.php?img=risingstorm_inspectorsne14.png)

I have included screenshots of my ingame "Game", "Video" and "Audio" settings for the sake of completeness.
As you see from the above NVIDIA Inspector screenshot, I have also found a better SLI profile "0x02422605" for the game.
The official profile "0x02422405" scales well in most situations, but does suffer from random drops in GPU usage, especially when "Occlusion Quality" is set to "Normal".

With the 331.65 WHQL driver and the latest version of "Rising Storm", the fluid simulation system is causing drops in GPU usage when walking through water on Hanto and Guadalcanal.
This problem is unrelated to the SLI profile, and happens with both the official profile and "0x02422605".
To get full SLI scaling without performance drops, I recommend setting "AllowFluidSimulation=False" in the "[SystemSettings]" section of both "DefaultEngine.ini" and "ROEngine.ini".
Make sure to finalize all your ingame settings before setting "AllowFluidSimulation=False", otherwise this line will revert back to "AllowFluidSimulation=True" in "ROEngine.ini" upon entering the video settings menu.

To avoid any confusion regarding settings and .ini tweaks, I will include some relevant sections of my "DefaultEngine.ini", "ROEngine.ini" and "ROInput.ini" files at the bottom of this post.
I have also prepared full AA/tweaking guides for ArmA 2 and Battlefield 3, which will also be included.




Now with ArmA 3 officially released, I thought it would be fitting to do a full AA tweaking guide for the older, but still excellent ArmA 2.
Even the latest version 1.62 of the "Real Virtuality 3" engine requires a lot of tweaking, command line switches and experimentation to get a smooth, trouble-free experience.
I'm using the following command line switches in "ArmA 2: Operation Arrowhead":



I'm currently replaying the original ArmA 2 singleplayer campaign "Harvest Red" in the newer version of Bohemia Interactive's engine used in OA.
Enhancing with SGSSAA works well in ArmA 2, but unfortunately it causes some rather unappealing shadow problems.

Enhanced 8xSGSSAA|2.25xSSAA+4xTrSSAA|NVIDIA Inspector
http://abload.de/thumb/arma2_8xsgssaa0fja8.png (http://abload.de/image.php?img=arma2_8xsgssaa0fja8.png)|http://abload.de/thumb/arma2_trssaaajsnf_res9yun6.png (http://abload.de/image.php?img=arma2_trssaaajsnf_res9yun6.png)|http://abload.de/thumb/arma2_inspectorj1sxc.png (http://abload.de/image.php?img=arma2_inspectorj1sxc.png)


It might not be completely obvious from looking at the above screenshot, but especially around bushes, trees or other areas with dense shadows, there are distinct "white" outlines and rather ugly shadow pixelation, both of which are not present without driver-enhanced SGSSAA.

To avoid these issues, I instead recommend a combination of ingame AA plus downsampling and TrSSAA.
Personally I use the ingame "Antialiasing: 8" setting enhanced with 4xTrSSAA at 2880x1800 (2.25xSSAA at 1920x1200):
TrSSAA doesn't suffer from the same problems as SGSSAA in ArmA 2, and does a very good job in my opinon.

I think it is useful to post some relevant sections of my "ArmA2OA.cfg" and "Username.ArmA2OAProfile" files:



As you see from "ArmA2OA.cfg", the game is detecting my VRAM amount as "882023424/(1024^2) MB = 841 MB", despite the fact that my 780 GTX's have 3 GB VRAM.
This is a known problem with ArmA 2 in Windows 7, and doesn't affect ingame VRAM usage or performance in any way.


I have also been doing a little AA related tweaking in BF3.
Unfortunately the ingame MSAA setting isn't of very high quality.
Enhancing this with SGSSAA doesn't produce a great result, even with driver controlled LOD bias disabled.

Instead I recommend a combination of downsampling, MSAA and PostAA=Low.
Setting "PostAA" to medium or high causes too much blurriness for my taste.
Here are my full ingame settings:



It should be noted, that text and UI elements can become very small when using downsampling in BF3.
For this reason I don't recommend using more than 1.5x1.5 downsampling or 2.25xSSAA in this game, even if you have the GPU power to do so.
If you are not using vsync, then I also recommend disabling triple buffering in the Frostbite 2 engine, which can be done as follows:



Finally I have a little tip for pilots using a traditional joystick to fly attack helicopters and jets in BF3.
By default the game has an unusually large dead zone, which makes the flight controls sluggish compared to BF2 for example.
Luckily the joystick deadzone can be adjusted by editing one of the configuration files:



Ich habe gemerkt wenn man mit dem Sniper zoomt geht das AA "Kaputt"

SLIKnight
2014-01-20, 17:14:54
Brother's Two Sons
SGSSAA 0x000012C1
MSAA 0x080110C5


The "0x080000C1" flag is already in my AA summary list for SGSSAA in "Brothers" (number 29): #5390 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10077828&postcount=5390)
"C1" is enough for 16:9 resolutions, but the extra "8" is needed for other aspect ratios/custom resolutions.
"Brothers" isn't very demanding, so attempting to force MSAA is kinda pointless in this game.

Ich habe gemerkt wenn man mit dem Sniper zoomt geht das AA "Kaputt"

Just to make sure, you are talking about RO2/RS right?
I never play as a sniper in this game, so haven't noticed it.
Did you remember to set "Post Processing Quality" to "Low" and disable DoF?

As an experiment you might want to try "0x084000C1" for SGSSAA in RO2/RS.
The extra AA bit in this profile sometimes solves SGSSAA related issues in recent UE3 games.
I'm very busy at the moment, and don't have time to do this myself.
Please report back if this solves the problem, then I will add it to my post: #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)

SLIKnight
2014-01-20, 19:36:13
Could we please have an update of the AA list soon?
It has been almost 3 months since the last update, and my AA summary post now contains 35 changes/additions: #5390 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10077828&postcount=5390)
I'm getting a little tired of keeping track of all these changes, and an "official" AA list update would help tremendously :biggrin:

CrimsoN
2014-01-20, 23:48:25
The "0x080000C1" flag is already in my AA summary list for SGSSAA in "Brothers" (number 29): #5390 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10077828&postcount=5390)
"C1" is enough for 16:9 resolutions, but the extra "8" is needed for other aspect ratios/custom resolutions.
"Brothers" isn't very demanding, so attempting to force MSAA is kinda pointless in this game.



Just to make sure, you are talking about RO2/RS right?
I never play as a sniper in this game, so haven't noticed it.
Did you remember to set "Post Processing Quality" to "Low" and disable DoF?

As an experiment you might want to try "0x084000C1" for SGSSAA in RO2/RS.
The extra AA bit in this profile sometimes solves SGSSAA related issues in recent UE3 games.
I'm very busy at the moment, and don't have time to do this myself.
Please report back if this solves the problem, then I will add it to my post: #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)

jop, alles richtig eingestellt aber trotzdem geht es Kaputt !

SLIKnight
2014-01-21, 00:03:46
Please disregard this post.

MrBonk
2014-01-21, 03:47:26
I'd like to post an update for

Warhammer 40,000 Space Marine

0x004112C1 (http://forums.guru3d.com/showpost.php?p=4987619&postcount=2714) works for SGSSAA, but it doesn't totally get everything completely even with 8xSGSSAA. (Simply due to how the rendering works in this game : Slideshow http://www.slideshare.net/blindrenderer/rendering-tech-of-space-marinekgc-2011)

The issues that do remain are mostly from things like low quality world occlusion (A form of ambient color/occlusion) and because of the screen space decals rendering (Can cause what looks like Z-fighting but worse looking. Also some aliasing)

The in game ambient occlusion creates a lot of aliasing as well, it's really low quality (unfiltered, low resolution from the slideshow). One of the worst implementations i've seen.

So that needs to be disabled. HBAO+ can be used instead with 0x00000003 (Stronger) or 0x00000023 (more subtle)


As well the real kicker is that the game has it's own form of Post Processing AA, similar to that of FXAA (But not FXAA). And there is no separate option for it. When Post Processing is enabled, so is PPAA. This is due to all PP done in one uber shader rendering pass. (As per the slideshow)

PP includes things like, motion blur, HDR/Bloom, Color correction, DoF.


So naturally one would think that SGSSAA with PP-Off would produce a better result right?

Kind of but not really. There ends up being a lot more temporal aliasing with PP Off, specifically some minor pixel crawl and shimmering. But these don't entirely disappear with PPAA Enabled on top of SGSSAA either.

No, your best option to get rid of just about everything possible is SGSSAA+PPAA+Downsampling (And or FXAA/SMAA on top as well)
This ends up looking the best in motion of all options all be it not entirely perfect as there are issues out of our control.
Higher the resolution, the better SGSSAA works.

Alternatively there is Downsampling+PPAA+FXAA , IQ is very good but AA quality in motion is not that great. But performance is very good.


Some pictures

No AA PP-Off http://i.minus.com/iWLqvDgfTtQgp.png
PPAA Enabled http://i.minus.com/ibf7OK7n1dgw3b.png
8xSGSSAA PP-Off http://i.minus.com/iXpqQlRvab2z8.png
8xSGSSAA +PPAA http://i.minus.com/ibllOzteBi2SO9.png
2560x1440 +4xSGSSAA+PPAA+FXAA Downsampled to 1600x900 (1440p is 1.6x resolution of 900p) http://i.minus.com/ixOHHHRqiCwGF.png
1800p 8xSGSSAA +PPAA Ds 900p http://i.minus.com/iELsDn5S3weRg.png
1800p PPAA+FXAA Ds 900p http://i.minus.com/iwKNsSww3h3tR.png

Do remember with games like this, pictures only tell one part of the story.

SLIKnight
2014-01-21, 22:35:41
Please disregard this post.

SLIKnight
2014-01-22, 03:45:25
I have added a small tweaking guide for BioShock Infinite to my "Batman trilogy" post: #3549 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9546485&postcount=3549)
It seemed fitting to add it here, since BI is also a DX11 UE3 title just like Arkham Origins.
Have a look, there is some good stuff there :smile:

CrimsoN
2014-01-22, 06:47:22
Für Battlefield 2 plus PR mod greifen die 0x000010C1 !
Aber für die mod müsst ihr noch hinzufügen.

JPulowski
2014-01-22, 12:13:08
0x000000C0 bits for the Source engine does not work with CONSORTIUM (http://store.steampowered.com/app/264240/).

http://i.imgur.com/40nymw2.jpg (http://imgur.com/40nymw2)

Hübie
2014-01-22, 12:54:17
I have added a small tweaking guide for BioShock Infinite to my "Batman trilogy" post: #3549 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9546485&postcount=3549)
It seemed fitting to add it here, since BI is also a DX11 UE3 title just like Arkham Origins.
Have a look, there is some good stuff there :smile:

I really appreciate your posts dude :up: Will give BI a try with these settings.

SLIKnight
2014-01-22, 17:12:41
Für Battlefield 2 plus PR mod greifen die 0x000010C1 !
Aber für die mod müsst ihr noch hinzufügen.

Actually all SGSSAA and OGSSAA modes work in BF2 without any AA flag set.
Vegetation isn't processed too well with SGSSAA alone, and you need to use a hybrid OGSSAA+SGSSAA mode with only a small amount of negative LOD bias applied.
I believe aufkrawall did a post on this a long time ago :smile:
Maybe it would be a good idea starting to add this type of information to the AA list?

I really appreciate your posts dude :up: Will give BI a try with these settings.

Thank you very much ;)
I also recommend using "Alternate" post processing instead of "Normal".
It looks so much better IMO.
Btw I have also updated my AA post for "Aliens vs. Predator (2010)": #4081 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9730920&postcount=4081)

SLIKnight
2014-01-22, 23:20:42
0x000000C0 bits for the Source engine does not work with CONSORTIUM (http://store.steampowered.com/app/264240/).

http://i.imgur.com/40nymw2.jpg (http://imgur.com/40nymw2)

Did you try perhaps "0x000010C0" or maybe the "old" Source engine flag "0x000012D9"?

SLIKnight
2014-01-22, 23:35:56
I have moved and updated this post: #5414 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10085291&postcount=5414)

JPulowski
2014-01-23, 04:33:16
Did you try perhaps "0x000010C0" or maybe the "old" Source engine flag "0x000012D9"?
Tried SGSSAA with the compatibility bits above. Here are the results:
0x000010C0: Graphics card does not respond, computer freezes.
0x000012D9: Works but has blur and decreases performance heavily compared to other Source games.

SLIKnight
2014-01-23, 15:16:16
Tried SGSSAA with the compatibility bits above. Here are the results:
0x000010C0: Graphics card does not respond, computer freezes.
0x000012D9: Works but has blur and decreases performance heavily compared to other Source games.

Try reducing your "Shader Quality" setting to "Medium" with "12D9".
This eliminates SGSSAA related blur in most newer Source engine games.
You could of course also just try to enhance the ingame MSAA setting with SGSSAA, if the game has one?

Blaire
2014-01-23, 17:44:25
Tried SGSSAA with the compatibility bits above. Here are the results:
0x000010C0: Graphics card does not respond, computer freezes.
0x000012D9: Works but has blur and decreases performance heavily compared to other Source games.

Gibt es Ingame-AA? Falls ja, das mal deaktivieren und "0x000012D9" erneut versuchen. Gut möglich das dort wieder irgendein PP-AA erzwungen wird.

JPulowski
2014-01-24, 05:55:33
Try reducing your "Shader Quality" setting to "Medium" with "12D9".
This eliminates SGSSAA related blur in most newer Source engine games.
You could of course also just try to enhance the ingame MSAA setting with SGSSAA, if the game has one?
Gibt es Ingame-AA? Falls ja, das mal deaktivieren und "0x000012D9" erneut versuchen. Gut möglich das dort wieder irgendein PP-AA erzwungen wird.
Tried reducing shader quality but it just removed the blur slightly. Not much improvement. Also like I stated earlier performance drop is very high, frame rate decreases nearly %50. "12D9" works but unfortunately I don't think these are the optimal compatibility flags.
The game uses FXAA for anti-aliasing. And I already disabled it before testing SGSSAA.
I never experienced such an issue with any Source game before. I think the game uses a custom renderer or something like that, interesting. :conf2:

MrBonk
2014-01-24, 06:37:40
12D9 works, but has blur and performance. Well you know it's better than nothing. And you can always use some sharpening as a last resort.

Mars81
2014-01-24, 10:59:14
Hat außer mir noch jemand das Problem, daß Dead Space 1 mit treiberseitig aktiviertem AA (unabhängig von den Bits) nur noch einen schwarzen Bildschirm zeigt? Treiber ist der 332.21.

BeetleatWar1977
2014-01-24, 19:58:05
Hat außer mir noch jemand das Problem, daß Dead Space 1 mit treiberseitig aktiviertem AA (unabhängig von den Bits) nur noch einen schwarzen Bildschirm zeigt? Treiber ist der 332.21.
http://abload.de/thumb/deadspace_2014_01_24_ylc2r.jpg (http://abload.de/image.php?img=deadspace_2014_01_24_ylc2r.jpg) http://abload.de/thumb/deadspace_2014_01_24_nlesq.jpg (http://abload.de/image.php?img=deadspace_2014_01_24_nlesq.jpg)
nope - geht

Win7 32bit, 332.21 4xMSAA+4xSGSSAA - Ingame alles max nur AA aus

Mars81
2014-01-24, 20:11:02
Ok, Fehler gefunden. Lucid Virtu MVP ausgeschaltet und es funktioniert wieder.

SLIKnight
2014-01-25, 17:17:39
I have moved my summary post: #5470 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104165&postcount=5470)

MrBonk
2014-01-26, 06:22:39
-Viking Battle For Asgard -
*Sorry for the wall of text*

General Information:
Game has 30FPS cap.
AA performance can be quite costly, but worth it. (A lot of the shaders seem to be filled with redundant lines of repeated code from other shaders, don't know if that may be the cause) and it gets just about everything. Downsampling is another good option, especially combined with another method.

I was pretty surprised how good this game looks for it's age.
Sure it's not perfect, there is some Pop-in issues with grass and some LoD changes but they aren't that horrible looking.

Game launcher has AA support with only "Low" "Medium" "High"
One would think this means Post-AA. But i'm almost 100% certain this isn't the case. But rather it is MSAA, considering the game is forward rendered(I am guessing) and it had MSAA on the PS3 and 360. (2xMSAA from what I recall)

With Low being 2xMSAA, Medium 4xMSAA and High 8xMSAA. My findings seem to suggest this being the case. As WELL, strangely if you set Inspector to "Application controlled" but still have 8xQ+8xSGSSAA set for example and are using in game AA it applies SGSSAA. It looks comparable in screenshots but in motion doesn't seem to work as good.

Some cropped and then 250% Nearest Neighbor enlarged comparisons
No AA http://i.minus.com/iTIQCWd5DW2xJ.png
Low http://i.minus.com/ieNKeMic9IKse.png
Medium http://i.minus.com/iYJYYTqrHgz0d.png
High http://i.minus.com/iZdI4CSiZPmpc.png


The game is also from that early era of first usage of SSAO, and actually it's not completely terrible. But is still awful, too few samples, undersampling issues,haloing,etc. Not to mention it's really costly on GPU usage for the results you get (That can be quite ugly and distracting at times)

So I went digging through the game's files to see if it could be disabled somehow.

I happened upon the shader folder, and the subsequent PostProcessing shader folder and discovered that the game's shaders were in ".fx" format.

Which belongs to Microsoft's HLSL language (Also Nvidia's CG language).

Alongside said .fx files were cache files sharing the same name as each shader. Which lead me to think, "Oh, that means they are probably compiled/cached at runtime! Which means they can potentially be modified!"

Upon reading through the shaders they were indeed HLSL and I found the offending lines of code related to SSAO. And proceeded to remove all lines of SSAO code from all post processing shaders followed by deleting the shader cache files.

And Ta-Da!
No AA SSAO http://i.minus.com/i3uSW05v3X66Q.png
No AA SSAO Code Removed http://i.minus.com/iDszbfSbnXmct.png

Not only does it remove the SSAO, it saves quite a bit of GPU usage on my 570.

There is one main Caveat though. With the SSAO code removed, the in game MSAA no longer functions correctly. The graphics become glitched. (Strange but /shrug)

Following this discovery I actually spent more time testing HBAO+ than AA. (Which was relatively simple after a process of elimination)

Testing every working flag for a number of issues,
Clouding
Too strong (Which in turn helps cause clouding)
Flickering
Temporally once 8xSGSSAA was applied
How it dealt with fogging (https://en.wikipedia.org/wiki/Distance_fog ex: Mass Effect 1's flag with Mass Effect 1 causes issues with fogging after the HBAO+ change)
Did it have any glitches? (ex: Bleeding through 2D elements like Logos and HuD)
undersampling issues

This took me a long time to find the absolute optimal flag,
which is 0x00000029 which tests fine with all of these issues basically.

No AO http://i.minus.com/iDszbfSbnXmct.png
29 HBAO+ http://i.minus.com/i5cRSZai0Lg2r.png

If you are interested in disabling the in game SSAO
Download this https://www.mediafire.com/?xgna93ai1bd2ldw and follow the instructions in the Readme

_________________________________________________________________

AA Bit - 0x004000C1 - (Minimum required) - SGSSAA,OGSSAA,OGSSAA-Hybrid(+-SGSSAA)

____________________________________________________

Pictures
(These are with the SSAO code removed)

Downsampling works pretty well for the performance. It looks a lot worse in motion than SGSSAA. (A LOT worse. If you can live with the in game SSAO, In game MSAA+Downsampling+FXAA is another good route)

Also certain UI/text elements scale with resolution.
Ex http://i.minus.com/idR6G7FvADijF.png http://i.minus.com/i9ofo0zJav4jq.png http://i.minus.com/ins74ac5ukWaO.png

SMAA and FXAA work about the same at high resolutions. SMAA doesn't have some of the usual issues, so feel free to use your preference or even both. (Which works better than you would think)


No AA SSAO http://i.minus.com/i3uSW05v3X66Q.png
No AA No SSAO http://i.minus.com/iDszbfSbnXmct.png
In game Low http://i.minus.com/ibuAiliyhWPkOJ.png
In game Medium http://i.minus.com/iTA3oI4cFZwP5.png
In game High http://i.minus.com/ibaKrckmpMCS2m.png
In game High @1800p Ds 900p http://i.minus.com/iv0vtCRvx7e5f.png(Notice the framerate is about the same as 8xSGSSAA with the SSAO removed. And what you can't see is that this looks a lot worse in motion than SGSSAA due to nothing handling the alpha tested objects other than OGSSAA.)
4x4 OGSSAAhttp://i.minus.com/iEkiJmyHUrCjI.png
8xSGSSAA http://i.minus.com/ibbAWr5r8c8Jbw.png
1800p +FXAA Ds 900p http://i.minus.com/ib1fLVelaJbZa8.png
1800p +SMAA Ds 900p http://i.minus.com/i0kCSf4belLBS.png
1800p +SMAA+FXAA Ds 900p http://i.minus.com/ivm5UnGyIoQXE.png
1800p No AA No SSAO http://i.minus.com/ica9zCtBBqdIk.png
1800p FXAA http://i.minus.com/ibcZAQAnRGu1g1.png
1800p SMAA http://i.minus.com/iFUSRDwosQ54s.png
1800p SMAA+FXAA http://i.minus.com/imNwkQHop1tvL.png

__________________________________

My recommendation is that you use 8xSGSSAA + HBAO+ if you have the power for it. It is the best option (Aside from this + downsampling too).

2x2 Downsampling with FXAA and SMAA runs well and has good IQ but suffers in the temporal compartment quite a bit.

MrBonk
2014-01-26, 09:22:14
-Blackguards-

General Information:

Game has built in AA, simple tick box. But it doesn't seem to actually work. I couldn't see a noticeable effect at all. Not even FXAA like (Which would be expected)

Granted, I tested the *Demo* version of the game.

Game also has some form of SSAO (Or at least I think) that causes some kind of flickering behind some shrubbery or bushes on the title screen.

Also: VERY IMPORTANT.- It seems that the AA Fix actually seems to help mitigate some minor blurring with SGSSAA. Though the UI is going to be somewhat AA'd/very minor blurred no matter what kind of AA you use. Luckily it's only really white text that is an issue.


As well, using a large amount of Negative LoD is not recommended as it can cause more aliasing in motion.
___________________________________________________

AA Bit - 0x004010C3 - (Minimum bit with least blurring) - SGSSAA
_______________________________________________________________

Pictures

Downsampling + Driver FXAA produces excellent IQ and performance and decent AA quality. It doesn't AA nearly as well as SGSSAA does in motion. But it's a decent alternative. The UI doesn't scale, which is great.

No AA http://i.minus.com/ibkNVaUoamLWi0.png http://i.minus.com/iDRD3NKk11xU5.png http://i.minus.com/ihL5vFgXTMqEH.png
4010C3 8xSGSSAA No AA Fix http://i.minus.com/iAcBR6JQLlPwU.png
With AA Fix http://i.minus.com/ibrSVUA0yNoqOv.png
FXAA http://i.minus.com/iGnIhyGrKKES1.png http://i.minus.com/iHhnnGlxUwGCC.png http://i.minus.com/ijmp9VOs6zQl3.png
1800p+FXAA Ds 900p http://i.minus.com/ib2DoFSnUKMsAl.png http://i.minus.com/iWgq1gOWYEroD.png


_________________________

My recommendation is to use SGSSAA with the AA fix if you have the performance to use it. It's not a perfect solution. But a damn good one.

MrBonk
2014-01-27, 06:41:40
After Testing again in windowed mode, 0x000002C0 is indeed enough for SGSSAA in Metal Gear Rising.

However, 0x084002C0 is required if you play in full screen and your display resolution isn't supported. And ONLY if you are playing the game at a resolution higher than your display (IE playing at 1080p on a 900p monitor)

You also need the AA fix

Without http://i.minus.com/iqFSuXwm8B5ha.png
with http://i.minus.com/iOR6EK9Sa4Qq.png notice the garbage on the character display to the left

MrBonk
2014-01-29, 07:22:40
Warhammer 40,000 - Dawn of War II - All 3 Games


General Information:


Game UI scales with resolution. Which is a shame because downsampling is very nice and a good alternative with FXAA+in game AA.


Game has Post-AA. Probably a good idea to disable it when forcing AA.

__________________________________

The Bits - 0x000012C4 (Doesn't AA HuD, less blur/less smooth) , 0x004112C1 (AA's 2D elements like HUD, smoother edges, also helps out with shadows (http://forums.guru3d.com/showpost.php?p=4987438&postcount=2710)) - SGSSAA

I'll let you guys decide what you think should be listed.
______________________________________________

Pictures:

No AA http://i.minus.com/iU5rPIDinslH4.png
12C1 8xSGSSAA http://i.minus.com/ijogKjqKGxZJX.png
12C4 8xSGSSAA http://i.minus.com/iR8ooN5YGE9uR.png



I have tested this to be working with all 3 Dawn of War II games

BeetleatWar1977
2014-01-29, 21:36:46
DSA Blackguard - 0x004412C1 scheint zu funktionieren:

http://abload.de/thumb/blackguards_2014_01_2cas1w.jpg (http://abload.de/image.php?img=blackguards_2014_01_2cas1w.jpg)

Leider hab ich noch keine wirklich gute Stelle für Vergleichshots gefunden - etwas viel DoF in dem Spiel.......


Edit: Bevor einer frägt: 0010c1 und 0012c1 produzieren Grafikfehler.....

MrBonk
2014-01-30, 04:09:46
DSA Blackguard - 0x004412C1 scheint zu funktionieren:

http://abload.de/thumb/blackguards_2014_01_2cas1w.jpg (http://abload.de/image.php?img=blackguards_2014_01_2cas1w.jpg)

Leider hab ich noch keine wirklich gute Stelle für Vergleichshots gefunden - etwas viel DoF in dem Spiel.......


Edit: Bevor einer frägt: 0010c1 und 0012c1 produzieren Grafikfehler.....
I posted about this < http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10085805&postcount=5416
0x004010C3 + AA Fix shouldn't produce the level of blur shown in your screenshot. It wasn't anywhere near that blurry with 8xSGSSAA when I played that part

http://i5.minus.com/ib6iKWdQbCXYD.png

BeetleatWar1977
2014-01-30, 08:49:34
I posted about this < http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10085805&postcount=5416
0x004010C3 + AA Fix shouldn't produce the level of blur shown in your screenshot. It wasn't anywhere near that blurry with 8xSGSSAA when I played that part

http://i5.minus.com/ib6iKWdQbCXYD.png
I have missed this - thanks!

MrBonk
2014-01-31, 03:55:13
Thanks, curious. Did you use the demo for this too?

Danke, neugierig. Haben Sie die Demo für diese zu verwenden? (Sorry Used google translate) ((Leider Gebraucht Google Translate))

BeetleatWar1977
2014-01-31, 09:42:04
Thanks, curious. Did you use the demo for this too?

Danke, neugierig. Haben Sie die Demo für diese zu verwenden? (Sorry Used google translate) ((Leider Gebraucht Google Translate))
Yes - and it´s no problem if you write in english........
Even if it is not my first - it IS my preferred language for reading ;)

Raff
2014-01-31, 22:31:02
Brütal Legend | 0x000012C5 | Custom Bit für SGSSAA, vgl. #3872 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9678413&postcount=3872)

Ich habe hier leider kurioses Banding mit diesen Bits im Zusammenspiel mit SGSSAA, unabhängig von den treiberinternen Filter-Optimierungen. Bleibe beim Ingame-OGSSAA plus Sweet FX.

MfG,
Raff

Blaire
2014-01-31, 22:43:06
Den AA-Fix im NVInspector hattest du schon getestet gehabt? Ansonsten versuchs mal mit "12C1"

MrBonk
2014-02-01, 05:15:25
I'd just like to post that SGSSAA can be forced in Velvet Assassin without any bits. :P
Yes - and it´s no problem if you write in english........
Even if it is not my first - it IS my preferred language for reading ;)
Sorry :p I was just trying to be accommodating since this is a German forum and I am the foreigner here :smile:

CD-LABS
2014-02-02, 18:47:52
I posted about this < http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10085805&postcount=5416
0x004010C3 + AA Fix shouldn't produce the level of blur shown in your screenshot. It wasn't anywhere near that blurry with 8xSGSSAA when I played that part

http://i5.minus.com/ib6iKWdQbCXYD.png
A nice fact by the way:
OGSSAA is working perfect with the Unity Engine Bits (0x004000C1)
2x1 OGSSAA: http://abload.de/image.php?img=blackguards2014-02-02avde9.png
4x4 OGSSAA: http://abload.de/image.php?img=blackguards2014-02-024wikm.png

CrimsoN
2014-02-02, 19:00:33
Ich habe hier leider kurioses Banding mit diesen Bits im Zusammenspiel mit SGSSAA, unabhängig von den treiberinternen Filter-Optimierungen. Bleibe beim Ingame-OGSSAA plus Sweet FX.

MfG,
Raff

Kann seind as die noch per Patch etwas verändert haben habe darmals mit der 1.0 Version gespielt und da lief alles super.

MrBonk
2014-02-02, 20:33:38
A nice fact by the way:
OGSSAA is working perfect with the Unity Engine Bits (0x004000C1)
2x1 OGSSAA: http://abload.de/image.php?img=blackguards2014-02-02avde9.png
4x4 OGSSAA: http://abload.de/image.php?img=blackguards2014-02-024wikm.png
Good to know! Can probably list both!

MrBonk
2014-02-04, 00:52:51
-Torchlight II-


General Information:

Unlike Torchlight 1, this game actually needs some bits, and there are some interesting and strange issues with it overall.


The in game AA doesn't really seem to be PP as much of a low quality FSAA/SSAA option. However, aside from adding your own PPAA(FXAA/SMAA) and downsampling no other AA option will AA something like the Character Select/Create screen.

OR the game itself when you are in game but have a sub menu like the pet menu open. My guess is that the game resizes the rendering viewport/framebuffer to be smaller than the display resolution. Which results in the menu being one part of it's own rendered framebuffer, and then the resized 3D game rendering it's own thing.
(2015 EDIT: Apparently it works if you disable the bloom! http://forums.guru3d.com/showpost.php?p=5018203&postcount=2818)


With this in mind, the obvious thing to come to mind would be the 8 hexadecimal bit that goes in the 2nd bit slot 0x00000000, which is the bit that allows compatibility with framebuffers larger than the primary display resolution. (Though the opposite is true here since the buffers would be smaller). But with that enabled, it doesn't do anything, and on TOP of that it actually degrades performance significantly into unplayable territory.



With SGSSAA, the in game AA can't be combined with it. But with MSAA+TrSSAA it can be. So there are a variety of options that are available to you based on your preferences and what compromises you are willing to deal with.

SGSSAA looks the best in motion of course (And is the simplest to set up and deal with. I play tested a lot with 8xSGSSAA and it looks great). But MSAA+TrSSAA+Downsampling+In Game AA+FXAA looks pretty close and has smoother edges.

Downsampling+FXAA+In Game AA has excellent IQ and comes in 3rd when it comes to AA in motion, but also has the best performance of the 3. (And it gets the Character select and sub menu stuff better than all other options)

_________________________________________________________________

Bits: -0x000000C1 - SGSSAA *only* , - 0x00000241 - MSAA,TrSSAA *only*

______________________________________________________________

Pictures:

No AA - http://i.minus.com/ibaaftx0WnFSkD.png http://i.minus.com/ibjy5SLGmR8LaU.png http://i.minus.com/ibiccvJs47zGLE.png
In Game AA - http://i.minus.com/ijx4uIZHYCL5m.png
8xSGSSAA - http://i.minus.com/iJ9vqsTzwNquz.png http://i.minus.com/iOxCd5j2tV1Yn.png (Notice on these next two pictures no AA is being applied) http://i.minus.com/ibkJeS2CZS1qio.png http://i.minus.com/iw9645cPqsb4Q.png
2240x1260 (1.4x1.4 of 1600x900) + 8xMSAA+8xTrSSAA+In Game AA+FXAA Ds 900p- http://i.minus.com/iwvXSABW5i8b9.png http://i.minus.com/ivpqDo1kJU05q.png http://i.minus.com/iXzEqiUKIOuR5.png
1800p In game AA+FXAA Ds 900p- http://i.minus.com/ibiccvJs47zGLE.png http://i.minus.com/ib1c2RcU9ILRqh.png

MrBonk
2014-02-04, 04:07:25
- Typing of Dead: Overkill -


General Information:

As we all know, this game is locked to 1280x720 no matter what by default. And so this also means we can't force AA when it's scaled to your display resolution. (Ex: Even though I have the game set to 1280x720 in game, it still outputs as 1600x900, like MGR:Revengeance).


So I thought i'd give something a try.

Game is locked to 720p? set display to 720p, try to force AA and see if it works.

*BINGO*

So, for AA to work, you MUST set your desktop and in game resolution to 1280x720! You can let the driver upscale it, your TV/Monitor or leave it unscaled.

Forcing HBAO+ is a bit weird though, I couldn't find one that works in game. It would work in the menus, like for example on the Mini game selection screen (The underside of one of the arcade cabs would have it applied very visibly. But that's the only thing it would work on/shrug)


Also: SweetFX for it's border shader is recommended when forcing AA, because of a white outline around the edges

___________________________________________

The Bit - 0x000012C1 - SGSSAA,OGSSAA,OGSSAA-Hybrid+SGSSAA

________________________________________________

Pictures:

No AA- http://i.minus.com/iz8GxqJY3KJ6m.png http://i.minus.com/ibagTWcecDyON.png
8xSGSSAA- http://i.minus.com/ibhGYnVOaOtuU4.png http://i.minus.com/ijg0AgUa3hyQx.png
Game set to 720p, display set to 900p, still outputs as 900p - http://i.minus.com/iDNt8hysv4aB9.png
4x4 OGSSAA- http://i.minus.com/ibsSpEi2ns0fEY.png http://i.minus.com/iH8FqIzrcdQg4.png
32xS+8xSGSSAA- http://i.minus.com/iEXfMFpy1Rrea.png http://i.minus.com/iboBCEYRBTC0r5.png

Spoonie
2014-02-04, 08:42:21
Hi international friends!

Can someone please help me find a AA flag for the game LOADOUT

http://store.steampowered.com/app/208090/

I'm trying to inject some SGSSAA, but I'm having no love with the in-house engine.

MrBonk
2014-02-04, 08:55:51
Hi international friends!

Can someone please help me find a AA flag for the game LOADOUT

http://store.steampowered.com/app/208090/

I'm trying to inject some SGSSAA, but I'm having no love with the in-house engine.
I will download and test this tomorrow when I get home from work if someone doesn't get to it before then that is. :smile:

Gast
2014-02-04, 11:57:12
I will download and test this tomorrow when I get home from work if someone doesn't get to it before then that is. :smile:

Oh happy days! Thanks for the quick reply :)

mauimaui
2014-02-04, 19:42:32
I will download and test this tomorrow when I get home from work if someone doesn't get to it before then that is. :smile:

hi Mr Bonk for info the dx9 argument for launching the game is : -DX11:0
note that it resizes badly under dx9 so desktop resolution HAVE TO BE THE SAME INGAME OR IT WILL PIXELLATE

by the way have you any info for SGAAing
NARUTO SHIPPUDEN: Ultimate Ninja STORM 3 Full Burst?

i run out of luck applying anything but downsampling+FXAA..
thank you in advance

MrBonk
2014-02-04, 20:32:08
Good to know. About Naruto, I don't have the game. If there is a demo I can test it. If not, I will probably pick it up during a Sale to test it eventually if no one else does. (Sorry)

mauimaui
2014-02-04, 21:20:35
Good to know. About Naruto, I don't have the game. If there is a demo I can test it. If not, I will probably pick it up during a Sale to test it eventually if no one else does. (Sorry)

no problem dude its good to have you on ALL thoses forums keep the good work =)

SLIKnight
2014-02-04, 22:26:52
Good to know. About Naruto, I don't have the game. If there is a demo I can test it. If not, I will probably pick it up during a Sale to test it eventually if no one else does. (Sorry)

Just wish we had some more "substantial" (DX11) games to test.
It seems most DX9 games released these days either don't play nice with driver-forced AA OR are "minor", rather insignificant titles.
Everything else has pretty much been listed at this point :smile:

Btw I finally got "ArmA 3" installed on my new 256GB Samsung 840 Pro SSD.
It looks very impressive at 1920x1200 with "Ultra" settings and 200% resolution scaling (2x2 OGSSAA).
The "Ultra" preset enables 8xFSAA and "FXAA Ultra", which is complemented very nicely by the ingame downsampling setting.
No need to enhance the FSAA setting in this game with TrSSAA or SGSSAA IMO.

It is possible to enable various types of SMAA ingame instead of FXAA, but in "ArmA 3" FXAA is actually sharper and better looking than SMAA.
They must be using some kind of sharpening in their FXAA implementation.

MrBonk
2014-02-05, 03:56:00
Perhaps. But it is SMAA1x though isn't it? Which could be the issue. (It doesn't fair well on things like Foliage)

MrBonk
2014-02-05, 04:20:55
Personally for me, it's not about Major Titles or Minor titles. It's about every game possible having the best AA available to show it at it's very best.

Every game deserves the same chance for me :P

MrBonk
2014-02-05, 06:03:45
- Loadout -


General Information:

DX9 needs to be forced with launch command "-DX11:0"
To switch back, set it to "-DX11:1"

Game has what seems to be some form of Post-AA forced and is not able to be disabled other than setting the game to low settings.


Even though the game has a FOV setting, 16:9 widescreen still seems to be Vert- compared to 4:3

SGSSAA *Needs* the AA Fix, otherwise most items have a pixel thin outline that looks very ugly.

SGSSAA No AA FIX http://i.minus.com/ivguV4xFqrfw6.png
With Fix http://i.minus.com/i6xQQYdvlVJya.png

SGSSAA doesn't quite get everything, but it still WAY better than the default post AA. Speaking of, it doesn't seem to quite get along with the post-AA when enabled. I don't know, it's confusing.


Downsampling is also not possible in DX9 mode, the game seems to override Driver downsampling and looks to use a Nearest-Neighbor filter. Which is ugly as SIN. (Which also means you can't use SGSSAA+Downsampling, which would've helped with the remaining issues)

On top of that, the game only seems to support up to 2560x1440.

Downsampling in DX11 mode from 1440p with the in game AA provides only *OK* results. No where near as good as SGSSAA temporally. But performance is very good.

If you have a crazy SLI setup or beast single GPU, the Shader Super sampling Bit (4032C1 instead of 4012C1)can help smooth things out a lot more at the expense of some minor blur(That can probably be sharpened). It still doesn't get everything,but looks a lot nicer overall. Very CG like.


_________________________________________________

Bits: - 0x004012C1 - SGSSAA

_________________________________________________


Pictures:

DX11 High- http://i.minus.com/iPsSw0Ec5gBLF.png http://i.minus.com/ibavWVnNIehiWE.png http://i.minus.com/i47dqZf4aMA1w.png
DX9 High- http://i.minus.com/ibbIkjGcUJQDvW.png http://i.minus.com/iZQJv0ntFSKmB.png http://i.minus.com/ibbaWqQWFdgSSV.png
DX9 Low(Functionally the same looking as DX11 low)- http://i.minus.com/ibtjlQuyF80lKu.png http://i.minus.com/ibcoX21sdpoUTL.png http://i.minus.com/iVfgekgpu6zh.png
DX11 High 1600x1200 downsampled to 1600x900- (Notice the much wider FOV) http://i.minus.com/ibiibKSk53QQqf.png
DX11 High 2560x1440 Ds' 900p - http://i.minus.com/iTQIs8YszQhAN.png http://i.minus.com/iGln8lCZqDKxG.png http://i.minus.com/iBeyiteXpZmjl.png
DX9 Low 12C1 8xSGSSAA - http://i.minus.com/ibiP6b070EOub8.png http://i.minus.com/ibopRSQpBTGYkt.png http://i.minus.com/i6xQQYdvlVJya.png
DX9 Low 32C1 8xSGSSAA - http://i.minus.com/ibwDOQUNfeNnWa.png http://i.minus.com/ibrxHi3nhBlmIj.png http://i.minus.com/i2TCrdGDUZHWI.png
DX9 high 12C1 8xSGSSAA - http://i.minus.com/iCyX3tXeLuraX.png http://i.minus.com/iME6yq7ZItOvb.png http://i.minus.com/iGjWKMCVoH8BO.png


My unfortunate recommendation is DX9 Low with 8xSGSSAA.

I tweeted the developer asking if there was some launch command we could use to disable FXAA/Post-AA. No response yet.

mauimaui
2014-02-05, 08:41:58
- Loadout -


General Information:

DX9 needs to be forced with launch command "-DX11:0"
To switch back, set it to "-DX11:1"

Game has what seems to be some form of Post-AA forced and is not able to be disabled other than setting the game to low settings.


Even though the game has a FOV setting, 16:9 widescreen still seems to be Vert- compared to 4:3

SGSSAA *Needs* the AA Fix, otherwise most items have a pixel thin outline that looks very ugly.

SGSSAA No AA FIX http://i.minus.com/ivguV4xFqrfw6.png
With Fix http://i.minus.com/i6xQQYdvlVJya.png

SGSSAA doesn't quite get everything, but it still WAY better than the default post AA. Speaking of, it doesn't seem to quite get along with the post-AA when enabled. I don't know, it's confusing.


Downsampling is also not possible in DX9 mode, the game seems to override Driver downsampling and looks to use a Nearest-Neighbor filter. Which is ugly as SIN. (Which also means you can't use SGSSAA+Downsampling, which would've helped with the remaining issues)

On top of that, the game only seems to support up to 2560x1440.

Downsampling in DX11 mode from 1440p with the in game AA provides only *OK* results. No where near as good as SGSSAA temporally. But performance is very good.

If you have a crazy SLI setup or beast single GPU, the Shader Super sampling Bit (4032C1 instead of 4012C1)can help smooth things out a lot more at the expense of some minor blur(That can probably be sharpened). It still doesn't get everything,but looks a lot nicer overall. Very CG like.


_________________________________________________

Bits: - 0x004012C1 - SGSSAA

_________________________________________________


Pictures:

DX11 High- http://i.minus.com/iPsSw0Ec5gBLF.png http://i.minus.com/ibavWVnNIehiWE.png http://i.minus.com/i47dqZf4aMA1w.png
DX9 High- http://i.minus.com/ibbIkjGcUJQDvW.png http://i.minus.com/iZQJv0ntFSKmB.png http://i.minus.com/ibbaWqQWFdgSSV.png
DX9 Low(Functionally the same looking as DX11 low)- http://i.minus.com/ibtjlQuyF80lKu.png http://i.minus.com/ibcoX21sdpoUTL.png http://i.minus.com/iVfgekgpu6zh.png
DX11 High 1600x1200 downsampled to 1600x900- (Notice the much wider FOV) http://i.minus.com/ibiibKSk53QQqf.png
DX11 High 2560x1440 Ds' 900p - http://i.minus.com/iTQIs8YszQhAN.png http://i.minus.com/iGln8lCZqDKxG.png http://i.minus.com/iBeyiteXpZmjl.png
DX9 Low 12C1 8xSGSSAA - http://i.minus.com/ibiP6b070EOub8.png http://i.minus.com/ibopRSQpBTGYkt.png http://i.minus.com/i6xQQYdvlVJya.png
DX9 Low 32C1 8xSGSSAA - http://i.minus.com/ibwDOQUNfeNnWa.png http://i.minus.com/ibrxHi3nhBlmIj.png http://i.minus.com/i2TCrdGDUZHWI.png
DX9 high 12C1 8xSGSSAA - http://i.minus.com/iCyX3tXeLuraX.png http://i.minus.com/iME6yq7ZItOvb.png http://i.minus.com/iGjWKMCVoH8BO.png


My unfortunate recommendation is DX9 Low with 8xSGSSAA.

I tweeted the developer asking if there was some launch command we could use to disable FXAA/Post-AA. No response yet.


Hi (again) mr bonk i have tested your bit and it works wonderfully
1 things by the way and a request

4032C1 seems to have issues when zooming (see hair)(while i admit its MUCH superior at the cost of horsepower and of course heat (gone 94%/64celsius on gtx780 lightning...)

the reason of my post
can you give me YOUR methodololy when testing
or at least usefull links to understand aliasing "properly" ?
to say the truth i've got hundreds of games as time goes by and much tweak them rather to play them...
not "as" integrist as you =) but ...
you know i find it fun to GET the best out of them (temps/IQ)
i decided stoping pasting flags stupily and would like to spend some time experimenting and contributing

and by the way impressed of the quickness =)

salutes from tahiti


again
thank you for spending time

Gast
2014-02-05, 12:47:20
- Loadout -


General Information:

DX9 needs to be forced with launch command "-DX11:0"
To switch back, set it to "-DX11:1"

Game has what seems to be some form of Post-AA forced and is not able to be disabled other than setting the game to low settings.


Even though the game has a FOV setting, 16:9 widescreen still seems to be Vert- compared to 4:3

SGSSAA *Needs* the AA Fix, otherwise most items have a pixel thin outline that looks very ugly.

SGSSAA No AA FIX http://i.minus.com/ivguV4xFqrfw6.png
With Fix http://i.minus.com/i6xQQYdvlVJya.png

SGSSAA doesn't quite get everything, but it still WAY better than the default post AA. Speaking of, it doesn't seem to quite get along with the post-AA when enabled. I don't know, it's confusing.


Downsampling is also not possible in DX9 mode, the game seems to override Driver downsampling and looks to use a Nearest-Neighbor filter. Which is ugly as SIN. (Which also means you can't use SGSSAA+Downsampling, which would've helped with the remaining issues)

On top of that, the game only seems to support up to 2560x1440.

Downsampling in DX11 mode from 1440p with the in game AA provides only *OK* results. No where near as good as SGSSAA temporally. But performance is very good.

If you have a crazy SLI setup or beast single GPU, the Shader Super sampling Bit (4032C1 instead of 4012C1)can help smooth things out a lot more at the expense of some minor blur(That can probably be sharpened). It still doesn't get everything,but looks a lot nicer overall. Very CG like.


_________________________________________________

Bits: - 0x004012C1 - SGSSAA

_________________________________________________


Pictures:

DX11 High- http://i.minus.com/iPsSw0Ec5gBLF.png http://i.minus.com/ibavWVnNIehiWE.png http://i.minus.com/i47dqZf4aMA1w.png
DX9 High- http://i.minus.com/ibbIkjGcUJQDvW.png http://i.minus.com/iZQJv0ntFSKmB.png http://i.minus.com/ibbaWqQWFdgSSV.png
DX9 Low(Functionally the same looking as DX11 low)- http://i.minus.com/ibtjlQuyF80lKu.png http://i.minus.com/ibcoX21sdpoUTL.png http://i.minus.com/iVfgekgpu6zh.png
DX11 High 1600x1200 downsampled to 1600x900- (Notice the much wider FOV) http://i.minus.com/ibiibKSk53QQqf.png
DX11 High 2560x1440 Ds' 900p - http://i.minus.com/iTQIs8YszQhAN.png http://i.minus.com/iGln8lCZqDKxG.png http://i.minus.com/iBeyiteXpZmjl.png
DX9 Low 12C1 8xSGSSAA - http://i.minus.com/ibiP6b070EOub8.png http://i.minus.com/ibopRSQpBTGYkt.png http://i.minus.com/i6xQQYdvlVJya.png
DX9 Low 32C1 8xSGSSAA - http://i.minus.com/ibwDOQUNfeNnWa.png http://i.minus.com/ibrxHi3nhBlmIj.png http://i.minus.com/i2TCrdGDUZHWI.png
DX9 high 12C1 8xSGSSAA - http://i.minus.com/iCyX3tXeLuraX.png http://i.minus.com/iME6yq7ZItOvb.png http://i.minus.com/iGjWKMCVoH8BO.png


My unfortunate recommendation is DX9 Low with 8xSGSSAA.

I tweeted the developer asking if there was some launch command we could use to disable FXAA/Post-AA. No response yet.

Great work - So are you saying that I have to run this game in dx9 mode and at lower settings to get the best looking SGSSAA? The flag you mention can that be used in DX11 mode? I have 2 x titans, so I could use the other mention flag. I'm noob, but does SGSSAA not work in DX11?

N0Thing
2014-02-05, 15:38:58
SGSSAA can work in DX11, but there are no compatibility bits for DX11. So the game needs support for ingame MSAA. Then you may enhance MSAA through the driver to SGSSAA.

AA bits are only working with DX9.

SLIKnight
2014-02-05, 21:04:07
Perhaps. But it is SMAA1x though isn't it? Which could be the issue. (It doesn't fair well on things like Foliage)

I'm not sure, but the game has "low", "medium", "high", "ultra" versions of both SMAA and FXAA.
SMAA works fine in A3, but it is very blurry for some reason, whereas FXAA is not.
But either way, FSAA + AToC (transparency AA) + "FXAA Ultra" + ingame downsampling is the way to go in A3 :)

I have added my findings for "ArmA 3" to my "ArmA 2" tweaking guide in this post: #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)

Personally for me, it's not about Major Titles or Minor titles. It's about every game possible having the best AA available to show it at it's very best.

Every game deserves the same chance for me :P

I think you misunderstood me a little.
But originally my motivation for finding AA/SLI profiles was to improve IQ/performance in the major/minor titles, which I deem "important" enough to spend time on.

SLIKnight
2014-02-06, 00:54:40
Here is an fully updated list of the additions/changes, I think should be integrated into the AA list(s) on page 1:

1) "0x000010C1" should be added for SGSSAA in "Post Apocalyptic Mayhem": #5372 (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10064070&postcount=5372)
2) MrBonk's "update post" should be added as an additional reference to the "Warhammer 40.000: Space Marine & Dawn of War II" SGSSAA entry, like this: #1279 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8899046&postcount=1279), #5397 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10080069&postcount=5397), #5418 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10089077&postcount=5418)
3) "0x000000C1" and "0x00000241" should be added for respectively SGSSAA and MSAA+TrSSAA in "Torchlight II": #5430 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10097059&postcount=5430)
4) "0x000012C1" should be added for SGSSAA & OGSSAA in "The Typing of the Dead: Overkill": #5431 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10097113&postcount=5431)
5) "0x004012C1" should be added for SGSSAA in "Loadout" (Use "Low" settings to disable ingame PostAA): #5441 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10098423&postcount=5441)
6) "0x000002C1" should be added for SGSSAA in "Double Dragon: Neon": #5457 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10102973&postcount=5457)
7) "0x000000C1" should be added for SGSSAA in "Two Worlds" ("0x00000045" should only be listed for MSAA+TrSSAA modes): #138 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8329009&postcount=138), #5381 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10071269&postcount=5381), #5459 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10102997&postcount=5459)
8) The SGSSAA flag for "Two Worlds II" should be changed to "0x001012C5": #171 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8379264&postcount=171), #5468 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104149&postcount=5468)
9) "0x004010C1" should be added for MSAA, SGSSAA & OGSSAA in "Ethan: Meteor Hunter": #5471 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104189&postcount=5471)
10) "0x000012C1" should be added for SGSSAA in "Blood Knights": #5472 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104198&postcount=5472)
11) "0x000012C1" should be added for SGSSAA in "Inversion": #5475 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10105492&postcount=5475)
12) "0x000012C1" should be added for SGSSAA & OGSSAA in "Castlevania: Lords of Shadow 2": #5477 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10106818&postcount=5477), #5480 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10110703&postcount=5480)
13) "0x00401045" should be added for SGSSAA in "Pool Nation": #5481 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10110707&postcount=5481)
14) "0x080000C1" should be added for SGSSAA in "Hawken": #5484 (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10111533&postcount=5484)
15) The SGSSAA flag for "Dead Rising 2 & Off the Record" should be changed to "0x080002C1" (TF2 "AA fix" should be disabled for best AA quality): #5489 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10113124&postcount=5489)
16) "0x000012C1" should be added for SGSSAA & OGSSAA in "Sol Survivor" (Doesn't work for 4xSGSSAA): #5503 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10115641&postcount=5503)
17) "0x00000045" and "0x000000C1" should be added for respectively MSAA and SGSSAA in "Renegade X": #5537 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10126309&postcount=5537)
18) "0x000000C0" should be added for SGSSAA & OGSSAA in "Resident Evil 4: Ultimate HD Edition": #5560 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10129348&postcount=5560)
19) "0x00000041" should be added for MSAA, SGSSAA & OGSSAA in "Thief: Deadly Shadows": #5611 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10137563&postcount=5611)
20) MrBonks post on "Deus Ex: Human Revolution Director's Cut" should be added as a reference to the "Deux Ex: Human Revolution" SGSSAA entry: #1283 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8900090&postcount=1283), #5614 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10138381&postcount=5614)
21) "0x004010C1" should be added for SGSSAA in "The Lego Movie Videogame": #5649 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10148127&postcount=5649), #5650 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10148247&postcount=5650)
22) "0x080012C1" should be added for MSAA, SGSSAA & OGSSAA in "Sonic & Sega All-Stars Racing": #5654 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10151132&postcount=5654)
23) "0x080012C0" should be added for SGSSAA in "MXGP - The Official Motocross Videogame": #5679 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10160902&postcount=5679), #5710 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10169148&postcount=5710)
24) "0x000012C5" should be added for SGSSAA in "Castlevania: Lords of Shadow – Mirror of Fate HD" (vsync must be disabled): Guru3D AA thread (#1878) (http://forums.guru3d.com/showpost.php?p=4790352&postcount=1878)
25) "0x000002C0" should be added for SGSSAA in "Prince of Persia (2008)": #5708 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10168965&postcount=5708)
26) "0x00000245" should be added for SGSSAA in "Ghost Recon Phantoms": #5720 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10176565&postcount=5720)
27) The SGSSAA flag for "The Elder Scrolls V: Skyrim" should be changed to "0x000002C1": #120 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9136004&postcount=120), #5756 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10184469&postcount=5756)
28) "0x004412C1" should be added for SGSSAA in "Dark Souls II" (16:9 only): #5757 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10186457&postcount=5757), #5770 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10190278&postcount=5770)
29) "0x004010C1" should be added for SGSSAA in "Lego The Hobbit": #5758 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10188069&postcount=5758)
30) My tweaking guide for "Aliens: Colonial Marines" should be added as an additional reference to the SGSSAA entry: #3843 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9651529&postcount=3843), #77 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10187423&postcount=77)
31) The title of the Dark Souls MSAA+TrSSAA entry should be corrected to "Dark Souls: Prepare To Die Edition", and a reference to the DSFix should be added: #5768 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10190134&postcount=5768)
32) "0x000000C1" should be added for SGSSAA in "Rise of the Argonauts": #5804 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10205374&postcount=5804)
33) The SGSSAA flag for "Outlast" should be changed to "0x080010C1": #5811 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10205893&postcount=5811)
34) "0x004012C1" should be added for SGSSAA in "Bound by Flame": #5843 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10209705&postcount=5843)
35) My tweaking guide for Oblivion should be added as an additional reference to the "Gamebryo-Engine (Fallout 3 & New Vegas, Oblivion)" SGSSAA entry: #5844 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10210165&postcount=5844)
36) "0x080000C1" should be added for SGSSAA & OGSSAA in "Flashback": #5850 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10213940&postcount=5850)
37) "0x080000C1" should be added for SGSSAA & OGSSAA in "Killer is Dead": #5871 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10221737&postcount=5871)
38) bloodindark's information on how to get the MSAA setting of "Wolfenstein: The New Order" to stick should also be added as a separate entry: Guru3D AA thread (#2073) (http://forums.guru3d.com/showpost.php?p=4822164&postcount=2073)
39) The reference for the "NFS Shift 2" SGSSAA entry should only be this post: #5892 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10239716&postcount=5892)
40) The references for the "Homefront" SGSSAA entry should only be these posts: #928 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8709651&postcount=928), #5893 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10239782&postcount=5893)
41) "0x00401045" should be added for SGSSAA in "Spintires": #5906 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10251249&postcount=5906)
42) "0x00001041" should be added for MSAA & OGSSAA in "Gas Guzzlers Extreme": #5915 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10261319&postcount=5915)
43) Blade II's AA guide for "The Witcher 2: Assassins of Kings" should be added as a separate entry in the AA list: #5916 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10262070&postcount=5916)
44) "0x000012C1" should be added for SGSSAA & OGSSAA in "Transformers: Rise of the Dark Spark": Guru3D AA thread (#2202) (http://forums.guru3d.com/showpost.php?p=4861477&postcount=2202)
45) "0x000012C1" should be added for SGSSAA in "Warface": #5926 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10266005&postcount=5926)
46) "0x004010C1" should be added for SGSSAA in "Far Cry 3": #5943 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10281337&postcount=5943)
47) "0x000012C1" should be added as a combined SGSSAA entry for both Risen 2 & 3: #4255 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9766964&postcount=4255), #5991 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10313461&postcount=5991)
48) My tweaking guide for "Mirror's Edge" should be added as an additional reference to the existing SGSSAA entry: #2137 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9195499&postcount=2137), #6012 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10320691&postcount=6012)
49) "0x000012C0" should be added for SGSSAA in Tony Hawk's Underground 1 & 2, American Wasteland: #6019 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10325476&postcount=6019)

MrBonk
2014-02-06, 07:09:29
I'm not sure, but the game has "low", "medium", "high", "ultra" versions of both SMAA and FXAA.
SMAA works fine in A3, but it is very blurry for some reason, whereas FXAA is not.
But either way, FSAA + AToC (transparency AA) + "FXAA Ultra" + ingame downsampling is the way to go in A3 :)

I have added my findings for "ArmA 3" to my "ArmA 2" tweaking guide in this post: #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)



I think you misunderstood me a little.
But originally my motivation for finding AA/SLI profiles was to improve IQ/performance in the major/minor titles, which I deem "important" enough to spend time on.


That's fine. :tongue: There is always people like me I guess.

Great work - So are you saying that I have to run this game in dx9 mode and at lower settings to get the best looking SGSSAA? The flag you mention can that be used in DX11 mode? I have 2 x titans, so I could use the other mention flag. I'm noob, but does SGSSAA not work in DX11?
Yes. DX9 mode on Low settings until there is an option to disable the built in AA :(

It won't work on DX11 because the same functions don't exist with in the driver for AA as they do for DX9. And they wouldn't have the same configuration as DX9 would either.

We've been trying to get Nvidia to add DX11 support for a while now. :(
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/

Hi (again) mr bonk i have tested your bit and it works wonderfully
1 things by the way and a request

4032C1 seems to have issues when zooming (see hair)(while i admit its MUCH superior at the cost of horsepower and of course heat (gone 94%/64celsius on gtx780 lightning...)

the reason of my post
can you give me YOUR methodololy when testing
or at least usefull links to understand aliasing "properly" ?
to say the truth i've got hundreds of games as time goes by and much tweak them rather to play them...
not "as" integrist as you =) but ...
you know i find it fun to GET the best out of them (temps/IQ)
i decided stoping pasting flags stupily and would like to spend some time experimenting and contributing

and by the way impressed of the quickness =)

salutes from tahiti


again
thank you for spending time


Oh, I must have not noticed that with the zooming. Well I guess that's not a great idea then unless you can deal with it :(



Testing methodology can be a bit confusing at first. But once you know what to look for it becomes a lot easier.

In regards to how aliasing performs on the image, you need to look at a few areas of interest.

Image Quality - how the image looks overall. Nice and smooth/balance between blur and sharpness.

Geometry Aliasing - How well is geometry smoothed over

Shader and specular Aliasing - shader aliasing can mean different things. It can be a low res effect buffer that causes aliasing on the things around it, it could be the lighting model and how harsh the specular lighting is depending on the shading model; blinn-phong, phong, gourad,etc.

Image stability and temporal aliasing - this is directly related to everything. If when moving the image isn't stable and there is still a ton of aliasing (IE, the edges of everything being smoothed over/not pixellated. But when it moves it gets pixellated or it crawls or it shimmers)

So if you only downsample with a 2x2 ratio and use no other AA on top of it. You will get decent IQ, and things will be somewhat smoothed over(Depending on the game) but in motion it may not look very good. Not very believeable or temporally stable.

Where as when you use something like SGSSAA (or another hybrid combination of AA methods), in motion the image will look realisticly smooth. Lines will no longer flicker, or crawl with movement. It helps sell the illusion that you aren't bound by the limitations of the pixel anymore and that you are looking through a window into a new world. (If that makes any sense)



I'm not terribly good at explaining things like this. Hopefully you get my point.

I could make a very in depth guide with videos/images/gifs, but that would be a ton of work. Not sure if I want to do that haha.



When it comes to testing with the bits, bits have a function when placed in a certain position and number. Some numbers mean that one or more functions may be combined.

Or a number of functions is represented by more than one bit. There used to be an application which told us all of these functions. And unfortunately I can only really go by memory these days and I don't completely remember every function. But I remember the most that make the biggest difference with games.

So if anyone else remembers what the exact definitions are, it'd be great if you could post them because I can't remember always the specific definitions.

But I will try to post what I can recall mostly

Like 0x000000C0, I can't remember if the C means don't downsample the primary flip chain and apply aa to an RGBA8 framebuffer

0x00000005 means to not apply AA to the primary flip chain (In the backbuffer of the video card). This often will result in AA not being applied to the image, however in some cases such as Final Fantasy XIV, that 5 allows you to force HQ 4xSGSSAA without some blurring to the UI and the resulting super sampling glitches on the UI that occur from forcing AA on those UI elements. But it doesn't work with 8xSGSSAA, it causes AA to not be applied at all.

0x08000000 means to allow AA to be applied to framebuffers greater than or equal to the primary flip chain(or display resolution? can't remember)

This is often needed for 16:10 resolutions as the games are often rendering buffers intially in a 16:9 format, as 16:10 is larger this allows it to apply AA for that as well. It also works if there is some buffer or chain in the renderer that is larger than the display resolution.

If this function also worked on Lower resolution buffers, we would be able to force AA in games that are locked to low resolutions without having to set our display resolution to the game's locked resolution.

0x00400000 means apply AA to the Z-Buffer (Depth buffer), many game store interesting information or need this for AA to function correctly

0x00001000 tells the driver to allow AA to be applied to applications which render with Multiple Render Targets (MRT)(Which in itself is apparently a hack of DX9 to begin with since it doesn't support it natively/initially).

Many modern games use MRTs to render information to varying buffers, such as a G-Buffer, Normal Buffer, Z-Buffer, Color Buffer, Light Accumulation buffer,HDR Buffer, Ambient Occlusion Buffer, Specular Roughness buffers, and so on and so on. Many games use this.

0x00002000 tells the driver to Super Sample shaders, but not in combination with MRT. This often results in glitches in some games. Or significantly reduced performance, or lots of blur without any AA improvement. Some games need the 2 for SGSSAA to function, like Pinball FX2

0x00003000 is the function for both Allow AA with MRTs AND Shader Supersampling at the same time.

0x000002C1 IIRC, this will tell the driver to apply AA to RGBA8,RGBA16F and RGBA32F textures and also not downfilter the primary flip chain(? again can't remember exactly that function)

Gast
2014-02-06, 17:05:56
Hello, where i can find a thread für HBAO+ flags ? Thank you

MrBonk
2014-02-06, 19:03:43
I will be making one myself within the next 2-3 months once I have gathered information for at least 20-50 games or so.

SLIKnight
2014-02-06, 23:25:21
Here is some useful information for your upcoming AO list, MrBonk: Ambient Occlusion im Treiber - Kompatibilitätsliste (http://www.forum-3dcenter.org/vbulletin/showthread.php?t=496760)

I believe interest for this particular AO thread died out eventually though.
But it is at least a starting point ;)

Personally I am not a big fan of driver-forced AO.
It can look good in certain cases, but can also create additional aliasing in some games, which kinda defeats the purpose of using driver SGSSAA.
A good example of this is Mirror's Edge.

MrBonk
2014-02-07, 03:07:21
Here is some useful information for your upcoming AO list, MrBonk: Ambient Occlusion im Treiber - Kompatibilitätsliste (http://www.forum-3dcenter.org/vbulletin/showthread.php?t=496760)

I believe interest for this particular AO thread died out eventually though.
But it is at least a starting point ;)

Personally I am not a big fan of driver-forced AO.
It can look good in certain cases, but can also create additional aliasing in some games, which kinda defeats the purpose of using driver SGSSAA.
A good example of this is Mirror's Edge.

Oh I certainly agree. It can, but with HBAO+ since it's full resolution, when you find the right flag those issues are fairly rare these days now.

I always test flags for aliasing issues. This was a particular issue when I was testing Torchlight 1 for a flag that didn't have those issues. But I found 2 eventually.


HBAO+ is wonderful IMO. When you find the flag that doesn't cause aliasing issues, doesn't have flickering/aliasing issues of it's own and can deal with fogging it ends up being great :p

It's still better than 99% of the AO solutions built into games these days.

Manoffaith
2014-02-07, 09:37:19
Any SGSSAA or SSAA bits for Syndicate please?

It's Unreal Engine, but does't work with 0x080100c5...

Gast
2014-02-07, 10:01:43
I will be making one myself within the next 2-3 months once I have gathered information for at least 20-50 games or so.


Great news. Thank you very much for your effort.

SLIKnight
2014-02-07, 16:57:56
Any SGSSAA or SSAA bits for Syndicate please?

It's Unreal Engine, but does't work with 0x080100c5...

Did you try the standard "0x080000C1" for SGSSAA?
Also consider trying "0x084000C1" or "0x080002C1" if the above flag isn't sufficient.

The "0x080100C5" flag is quite low quality in most UE3 games, and is really only suitable for MSAA+TrSSAA modes in older builds of UE3.


UPDATE:

Just did a quick amount of google "research", and Syndicate is actually using a modified version of the "Starbreeze" engine used in "The Chronicles of Riddick: Assault on Dark Athena":
http://www.syndicatewiki.com/wiki/Syndicate_%282012%29

The "Riddick" games were OpenGL, which usually means it is impossible to force AA in a deferred renderer due to the lack of working AA bits.
If Syndicate is also OpenGL, then I believe you are fresh out of luck with forced AA :(

MrBonk
2014-02-07, 18:11:24
Syndicate is DX9(And as SLIK mentioned is a Starbreeze Engine game), but forcing SGSSAA is impossible AFIK due to the game's graphics colors becoming inverted and VERY blurry.


I tested this back when it first came out,

http://forums.guru3d.com/showpost.php?p=4267932&postcount=102
http://forums.guru3d.com/showpost.php?p=4268043&postcount=105
http://forums.guru3d.com/showpost.php?p=4271891&postcount=115



Though my knowledge back then was a bit more limited. Perhaps it's time to revisit the game and try again.

mauimaui
2014-02-07, 19:54:27
That's fine. :tongue: There is always people like me I guess.


Yes. DX9 mode on Low settings until there is an option to disable the built in AA :(

It won't work on DX11 because the same functions don't exist with in the driver for AA as they do for DX9. And they wouldn't have the same configuration as DX9 would either.

We've been trying to get Nvidia to add DX11 support for a while now. :(
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/




Oh, I must have not noticed that with the zooming. Well I guess that's not a great idea then unless you can deal with it :(



Testing methodology can be a bit confusing at first. But once you know what to look for it becomes a lot easier.

In regards to how aliasing performs on the image, you need to look at a few areas of interest.

Image Quality - how the image looks overall. Nice and smooth/balance between blur and sharpness.

Geometry Aliasing - How well is geometry smoothed over

Shader and specular Aliasing - shader aliasing can mean different things. It can be a low res effect buffer that causes aliasing on the things around it, it could be the lighting model and how harsh the specular lighting is depending on the shading model; blinn-phong, phong, gourad,etc.

Image stability and temporal aliasing - this is directly related to everything. If when moving the image isn't stable and there is still a ton of aliasing (IE, the edges of everything being smoothed over/not pixellated. But when it moves it gets pixellated or it crawls or it shimmers)

So if you only downsample with a 2x2 ratio and use no other AA on top of it. You will get decent IQ, and things will be somewhat smoothed over(Depending on the game) but in motion it may not look very good. Not very believeable or temporally stable.

Where as when you use something like SGSSAA (or another hybrid combination of AA methods), in motion the image will look realisticly smooth. Lines will no longer flicker, or crawl with movement. It helps sell the illusion that you aren't bound by the limitations of the pixel anymore and that you are looking through a window into a new world. (If that makes any sense)



I'm not terribly good at explaining things like this. Hopefully you get my point.

I could make a very in depth guide with videos/images/gifs, but that would be a ton of work. Not sure if I want to do that haha.



When it comes to testing with the bits, bits have a function when placed in a certain position and number. Some numbers mean that one or more functions may be combined.

Or a number of functions is represented by more than one bit. There used to be an application which told us all of these functions. And unfortunately I can only really go by memory these days and I don't completely remember every function. But I remember the most that make the biggest difference with games.

So if anyone else remembers what the exact definitions are, it'd be great if you could post them because I can't remember always the specific definitions.

But I will try to post what I can recall mostly

Like 0x000000C0, I can't remember if the C means don't downsample the primary flip chain and apply aa to an RGBA8 framebuffer

0x00000005 means to not apply AA to the primary flip chain (In the backbuffer of the video card). This often will result in AA not being applied to the image, however in some cases such as Final Fantasy XIV, that 5 allows you to force HQ 4xSGSSAA without some blurring to the UI and the resulting super sampling glitches on the UI that occur from forcing AA on those UI elements. But it doesn't work with 8xSGSSAA, it causes AA to not be applied at all.

0x08000000 means to allow AA to be applied to framebuffers greater than or equal to the primary flip chain(or display resolution? can't remember)

This is often needed for 16:10 resolutions as the games are often rendering buffers intially in a 16:9 format, as 16:10 is larger this allows it to apply AA for that as well. It also works if there is some buffer or chain in the renderer that is larger than the display resolution.

If this function also worked on Lower resolution buffers, we would be able to force AA in games that are locked to low resolutions without having to set our display resolution to the game's locked resolution.

0x00400000 means apply AA to the Z-Buffer (Depth buffer), many game store interesting information or need this for AA to function correctly

0x00001000 tells the driver to allow AA to be applied to applications which render with Multiple Render Targets (MRT)(Which in itself is apparently a hack of DX9 to begin with since it doesn't support it natively/initially).

Many modern games use MRTs to render information to varying buffers, such as a G-Buffer, Normal Buffer, Z-Buffer, Color Buffer, Light Accumulation buffer,HDR Buffer, Ambient Occlusion Buffer, Specular Roughness buffers, and so on and so on. Many games use this.

0x00002000 tells the driver to Super Sample shaders, but not in combination with MRT. This often results in glitches in some games. Or significantly reduced performance, or lots of blur without any AA improvement. Some games need the 2 for SGSSAA to function, like Pinball FX2

0x00003000 is the function for both Allow AA with MRTs AND Shader Supersampling at the same time.

0x000002C1 IIRC, this will tell the driver to apply AA to RGBA8,RGBA16F and RGBA32F textures and also not downfilter the primary flip chain(? again can't remember exactly that function)


hi Mr Bonk

sorry for the late answer

10000 times thank you for your guide
it become clearer now =)
so i can now go methological what i'm sure will be much more productive

thanks mate really!

MrBonk
2014-02-09, 01:02:38
Here are my preliminary recommendations for changes to the AA lists:

1) "0x080000C1" should be added for SGSSAA in "Batman: Arkham Origins" ("Dynamic Shadows" must be disabled to avoid white outlines):

Batman: Arkham Asylum, City & Origins: #3549 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9546485&postcount=3549), #5132 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9973289&postcount=5132)

2) The compatibility flag for "Iron Brigade" is missing (0x004012C1), and the text/references are in the wrong field in the table.
3) The "WRC 4 FIA World Rally Championship" SGSSAA entry appears twice at the bottom of the list.
4) For "Sanctum 2" it isn't specified that the "0x080000C1" flag is for SGSSAA.
5) The title of the SGSSAA entry for Poker Night 2 should be corrected from

"Poker Night at the Inventory 2 to Poker Night at the Inventory 2 (i.e. the quotation sign should be removed)

6) "0x000012D9" should be added to the list for SGSSAA & OGSSAA in "Counter-Strike: Global Offensive" ("C0" is not sufficient in this Source game): Guru3D (#1459) (http://forums.guru3d.com/showpost.php?p=4671946&postcount=1459)
7) "0x004000C1" should be added for SGSSAA & OGSSAA in "Viking: Battle for Asgard": #5415 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10085777&postcount=5415)
8) "0x004010C1" should be added for SGSSAA in "Blackguards": #5416 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10085805&postcount=5416)
9) The SGSSAA & OGSSAA flag for "Metal Gear Rising: Revengeance" should be changed to "0x084002C0" to support more resolutions: #5380 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10070980&postcount=5380), #5417 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10086782&postcount=5417)
10) The SGSSAA entry for "Warhammer 40.000: Space Marine" should be changed to also include "Dawn of War II", like this:

Warhammer 40.000: Space Marine & Dawn of War II: #1279 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8899046&postcount=1279), #5418 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10089077&postcount=5418)

11) "0x004012C1" should be added for SGSSAA in "Loadout" (Use "Low" settings to disable PostAA): #5441 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10098423&postcount=5441)


Would love to contribute more myself, but I am primarily playing recent high-end DX11 titles at the moment (ArmA 3, BF4, Crysis 3, Tomb Raider, Metro:LL etc.), combined with a little Crysis 2 DX9 (MaldoHD+8xSGSSAA) and one of my new favorite online games, Natural Selection 2.

But please keep all the contributions coming, MrBonk et al. ;)



Two Worlds should be added to this list too
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10071269&postcount=5381
:smile:


And i'd like to add


Double Dragon Neon - 0x000002C1 - SGSSAA

No AA http://i.minus.com/ijq1ozsPrDYOE.png
No bits 8xSGSSAA http://i.minus.com/ifunuoj7GnDoJ.png
2C1 8xSGSSAA http://i.minus.com/iWSdvTvWnwIGV.png

SLIKnight
2014-02-09, 01:34:41
Two Worlds should be added to this list too
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10071269&postcount=5381
:smile:


And i'd like to add


Double Dragon Neon - 0x000002C1 - SGSSAA

No AA http://i.minus.com/ijq1ozsPrDYOE.png
No bits 8xSGSSAA http://i.minus.com/ifunuoj7GnDoJ.png
2C1 8xSGSSAA http://i.minus.com/iWSdvTvWnwIGV.png

But I believe "0x00000045" is already in the list for both MSAA+TrSSAA and SGSSAA for the original "Two Worlds": #138 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8329009&postcount=138)

The "C1" flag is probably higher quality though.
Never tried either Two World 1 or 2 personally, so I have no idea really.

Cool stuff for Double Dragon Neon, I remember playing the original Double Dragon on Nintendo NES as a kid back in the late 80's.
Good times ;D

MrBonk
2014-02-09, 02:11:46
45 doesn't provide very good SGSSAA. I tried it when I tested. Just forgot to screenshot it.

mauimaui
2014-02-09, 08:29:03
hi all
The LEGO Movie - Videogame

sgssaa flag same as LEGO Marvel Super Heroes 0x004010C1
dont forget tor enable "antialiasing fix"

Deisi
2014-02-09, 13:22:12
Wenn ich AO im Treiber forciere, muss dann die Umgebungsverdeckung im Spiel ausgeschaltet sein?
Gibt es einen Unterschied wenn man im nv inspector "high quality" einstellt, anstatt "quality" welches das control panel als maximum bietet?

Hübie
2014-02-09, 19:27:41
High ist HDAO und very high is HBAO+ (DX11 only). Ausschalten musst du es afaik nicht.

Blaire
2014-02-09, 19:51:35
Ambient Occlusion "Performance" oder "Quality" ist immer HBAO+ , die "HighQuality"-Option war nur für die Vorgängerversion HBAO interessant (R325.xx und älter). Aktuell ist der HQ-Schalter wirkungslos.

Raff
2014-02-09, 20:10:27
Oh, tatsächlich? Keine höhere Präzision? Ich hatte im letzten Bench vor ein paar Wochen etwas weniger Fps mit HQ, war aber dann wohl 'ne Schwankung. Bei HBAO war HQ noch klar sicht- nd fühlbar teurer.

MfG,
Raff

SLIKnight
2014-02-09, 23:56:43
I have moved my summary post: #5470 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104165&postcount=5470)

Hübie
2014-02-10, 00:04:57
Ambient Occlusion "Performance" oder "Quality" ist immer HBAO+ , die "HighQuality"-Option war nur für die Vorgängerversion HBAO interessant (R325.xx und älter). Aktuell ist der HQ-Schalter wirkungslos.

Ist HBAO+ nicht D3D11 only? Ich kann aber auch in DX9-Titeln SSAO erzwingen :| Warum ist es so schwer das mal zu dokumentieren?
Toll dass die einen nutzlosen Schalter implementieren :up: :rolleyes:

CrimsoN
2014-02-10, 00:05:49
Ist HBAO+ nicht D3D11 only? Ich kann aber auch in DX9-Titeln SSAO erzwingen :| Warum ist es so schwer das mal zu dokumentieren?
Toll dass die einen nutzlosen Schalter implementieren :up: :rolleyes:

Nope Greift bei Skype im TF2 genau so gut wie bei Blacklist oder AC4 BlackFlag

MrBonk
2014-02-10, 00:13:30
I'd like to post a major Update for

- Two Worlds II -
(This game is SO Much better than the first one. And it runs well)

General Information:


AA Fix is NEEDED, otherwise there are grey lines that flicker all over the place
http://i.minus.com/iRmTeFQuJKROM.png
http://i.minus.com/iVgjhEKup7Imd.png


This game has a built in MLAA blur filter. It is the reason why the hair is really blurry and ugly on the edges in DX9 compared to the plain pixellated dithering look of DX10.

It is recommended that you disable this along with the in game SSAO (Which is horrible quality.)

MLAA enabled http://i.minus.com/ikGeGZ0da1TSd.png http://i.minus.com/ixOvr34jrHpM2.png http://i.minus.com/ixcmAiIuuJJ11.png

MLAA Disabled http://i.minus.com/iDT3XrE41KPIp.png http://i.minus.com/i4Hvo5nSxy4.png http://i.minus.com/ibfN6RzDXg4W80.png


SSAO Enabled http://i.minus.com/iIzPY0uP5zMyH.png http://i.minus.com/iiVwzFbtCVPEZ.png

SSAO Disabled http://i.minus.com/iRsRlVfd3Z72F.png http://i.minus.com/izMb5LAb3VOwM.png


To disable both of these, download this file (https://mega.co.nz/#!mARgWTwL!HN3PRVbmHhzQKM3X1-dSdFEekIRJ_arQtMFS5d797tk). Extract it to the directory with the .EXE. And when you start up the game open up the console and type "@params"

You may edit the file with any text editor and change any other values inside to your preferences.


As well, 12C4 is highly insufficient for quality SGSSAA.

Not only does it completely miss some areas, it has glitches. Similar to the white outlines around objects with DoF in the first game and the same in Resident Evil 5 with RGBA8 HDR. They are all over the hair

http://i3.minus.com/iCwybS8ZgYyR5.png

It also has issues resolving detail with objects like hair that rely heavily on alpha test dithering (or whatever the technique is). Causing some hair to become big white blocks http://i.minus.com/iJ6l78wsiiTr0.png


12C1 fixes all of these issues and has near perfect quality
http://i.minus.com/ibxAQzd9xVtw2W.png
However,:frown: 12C1 has a major issue of it's own. It conflicts with something in the HDR pipeline causing the HDR eye adaption rate to change incorrectly depending on the camera angle.

Just an easy example is this http://i.minus.com/itxD1gb3AyuWW.png

A cheap solution would be just to change the gamma power within an autoexec file. But it doesn't fix the issue , only improves visibility and washes out the image.


So that makes 12C1 not viable.


I started to get really very stumped and frustrated by this point. I tried everything I could physically find to fix it aside from disabling the HDR (Which DOES fix the issue. But then, no HDR).


After many hours, I found an exact bit combination that is a middle ground.
It improves upon 12C4's issues, but isn't as good as 12C1. But also doesn't have 12C1's HDR issues.
0x001012C5 http://i.minus.com/ibaZXImsZFi7E6.png
(It HAS to be this exact combination. Any change will result in AA not working or reverting to 12C4 quality)

so for comparison again
1440p 4xSGSSAA
12C4 http://i.minus.com/iCwybS8ZgYyR5.png
12C1 http://i.minus.com/ibxAQzd9xVtw2W.png
1012C5 http://i.minus.com/ibaZXImsZFi7E6.png


In game MLAA Blur+FXAA+downsampling is a decent well performing solution, it's no SGSSAA but it's good.


As well finally, if you are going to downsample with SGSSAA with this game, you *NEED* some Positive LoD Bias. Otherwise it ends up creating more aliasing. Specifically some specular issues, some crawling and flickering.

With a ratio of 2x2 I found that ~+1.00 LoD was necessary for downsampling to be effective at all.



So Finally 0x001012C5 for SGSSAA

MrBonk
2014-02-10, 00:26:30
Here is a fresh version of my recommended changes to the MSAA and SSAA lists:

1) "0x080000C1" should be added for SGSSAA in "Batman: Arkham Origins" ("Dynamic Shadows" must be disabled to avoid white outlines):

Batman: Arkham Asylum, City & Origins: #3549 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9546485&postcount=3549), #5132 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9973289&postcount=5132)

2) The compatibility flag for "Iron Brigade" is missing (0x004012C1), and the text/references are in the wrong field in the table.
3) The "WRC 4 FIA World Rally Championship" SGSSAA entry appears twice at the bottom of the list.
4) For "Sanctum 2" it isn't specified that the "0x080000C1" flag is for SGSSAA.
5) The title of the SGSSAA entry for Poker Night 2 should be corrected from

"Poker Night at the Inventory 2 to Poker Night at the Inventory 2 (i.e. the quotation sign should be removed)

6) "0x000012D9" should be added to the list for SGSSAA & OGSSAA in "Counter-Strike: Global Offensive" ("C0" is not sufficient in this Source game): Guru3D (#1459) (http://forums.guru3d.com/showpost.php?p=4671946&postcount=1459)
7) "0x004000C1" should be added for SGSSAA & OGSSAA in "Viking: Battle for Asgard": #5415 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10085777&postcount=5415)
8) "0x004010C1" should be added for SGSSAA in "Blackguards": #5416 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10085805&postcount=5416)
9) The SGSSAA & OGSSAA flag for "Metal Gear Rising: Revengeance" should be changed to "0x084002C0" to support more resolutions: #5380 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10070980&postcount=5380), #5417 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10086782&postcount=5417)
10) The SGSSAA entry for "Warhammer 40.000: Space Marine" should be changed to also include "Dawn of War II", like this:

Warhammer 40.000: Space Marine & Dawn of War II: #1279 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8899046&postcount=1279), #5418 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10089077&postcount=5418)

11) "0x000000C1" and "0x00000241" should be added for respectively SGSSAA and MSAA+TrSSAA in "Torchlight II": #5430 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10097059&postcount=5430)
12) "0x000012C1" should be added for SGSSAA & OGSSAA in "The Typing of the Dead: Overkill": #5431 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10097113&postcount=5431)
13) "0x004012C1" should be added for SGSSAA in "Loadout" (Use "Low" settings to disable ingame PostAA): #5441 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10098423&postcount=5441)
14) "0x000002C1" should be added for SGSSAA in "Double Dragon: Neon": #5457 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10102973&postcount=5457)
15) "0x000000C1" should be added for SGSSAA in "Two Worlds" ("0x00000045" should only be listed for MSAA+TrSSAA modes): #138 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8329009&postcount=138), #5381 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10071269&postcount=5381), #5459 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10102997&postcount=5459)
16) The SGSSAA & OGSSAA entries for various "LEGO" games should be combined to save space in the AA list:

LEGO: Marvel Super Heroes, The Lord of the Rings, Batman 2: DC Super Heroes & Movie Videogame (0x004010C1): #5175 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9982838&postcount=5175), #3739 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9609977&postcount=3739), #5460 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10103069&postcount=5460)


Thank you for keeping this list updated for what needs to be added and change. It is a big help.


Also, for Warhammer 40k Space Marine, would you mind adding my post as a reference as well? http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10080069&postcount=5397

SLIKnight
2014-02-10, 00:52:19
I have moved my AA list summary post: #5478 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10109881&postcount=5478)

MrBonk
2014-02-10, 03:29:24
-Ethan Meteor Hunter-

The game's maximum display resolution is limited by your desktop resolution.

So if you want to play at 1440p on a 1080p monitor. Change your desktop to 1440p then set the game's resolution to that via the config tool

- 0x004010C1 - MSAA,SGSSAA,OGSSAA,OGSSAA Hybrid(+-SGSSAA)

You can also combine any of these with in game FXAA (Which depending on the method can help smooth some stuff out/round edges.)



No AA http://i.minus.com/iqN8JWfl1Xhup.png
FXAA http://i.minus.com/ibu6LlVMzyty68.png
FXAA 1800p Ds 900p http://i.minus.com/iTtTbY4L9HWnT.png
8xMSAA http://i.minus.com/ieCTAZySP3dLG.png
8xSGSSAA http://i.minus.com/iJyXuiXSSajqG.png
4x4 OGSSAA http://i.minus.com/ibhnsBTbNWSsE9.png
4x4 OGSSAA+FXAA http://i.minus.com/i8gb6A9h0sbUn.png
16xS http://i.minus.com/iTToGPUKukVR7.png
1800p 2xSGSSAA Ds 900p http://i.minus.com/iKM0UhBV9im1T.png http://i.minus.com/iDRjmQIjS39As.png
1800p 2xSGSSAA +FXAA Ds 900p http://i.minus.com/ibutuKjbtr8dSP.png http://i.minus.com/ibmLQ2kGsePqPd.png


1800p no AA http://i.minus.com/ibkdrPopzJx74A.png
1800p FXAA http://i.minus.com/ibeXUngU9nYhAY.png
1800p 2xSGSSAA http://i.minus.com/icsCET6YYznkD.png http://i.minus.com/irKGgAyoHxM17.png
1800p 2xSGSSAA + FXAA http://i.minus.com/iEMGJzZljDCLe.png http://i.minus.com/ijwdOIvx0F6s7.png

MrBonk
2014-02-10, 05:41:15
- Blood Knights -


In game has a form of AO, but it is of course, terrible quality.

You can disable it by setting general detail to the 2nd position
(only seems to affect AO with the 3rd position)
http://i.minus.com/iOcfm2HDKhM06.png
http://i.minus.com/iKRhAjpBjRXFJ.png

SGSSAA is a huge performance hog, but, getting 60FPS at 900p without any AA already takes up 30-40% of my 570. So /shrug.


Downsampling isn't a viable option because (Ironically considering it's a port of a game from XBLA) the UI Scales with resolution.

There is also some minor blur, and I recommend that you set the Lod bias to no more than -0.5. Otherwise it introduces too much aliasing and defeats the point.

Instead I would do a minor sharpening pass from sweetFX instead.

- 0x000012C1 - SGSSAA only. (This game is picky about AA bits too. I had to come up with a crazy combo just to get it not to crash the driver when trying to apply AA and then widdle it down to the bare minimum. Which is this. And thankfully no more crashes)

No AA http://i.minus.com/iKRhAjpBjRXFJ.png
8xSGSSAA http://i.minus.com/i8qlA4R4Fet4B.png

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



Also: SLI Knight would you add my post for Dead Rising 2 and Off The Record to your list as well?
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9946581&postcount=5037

0x08001243 (The 3 is actually necessary for better quality from what I remember)

And IMPORTANTLY Two Worlds II should be 0x001012C5 Not 0x000012C5.

This is a BIG difference for this game. The 1 tells the driver to only apply AA to the first RGBA16F render target texture.

This in combination with disallowing AA on the primary flip chain + AA'ing RGBA16F textures (Which 12C4 doesn't cover. the 4 is disallowing AA on the primary flip chain and changing that to a 5 also adds AA for RGBA16F textures on top of that) is what allows it to fix what 12C4 misses.

12C5 by itself will actually disable AA completely and not apply it to the image *At All*.

SLIKnight
2014-02-10, 16:18:00
Also: SLI Knight would you add my post for Dead Rising 2 and Off The Record to your list as well?
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9946581&postcount=5037

0x08001243 (The 3 is actually necessary for better quality from what I remember)


I can add your post as a reference to the "0x00000040" SGSSAA entry for Dead Rising 2, but I don't think we should change the AA flag in the list.


And IMPORTANTLY Two Worlds II should be 0x001012C5 Not 0x000012C5.

This is a BIG difference for this game. The 1 tells the driver to only apply AA to the first RGBA16F render target texture.

This in combination with disallowing AA on the primary flip chain + AA'ing RGBA16F textures (Which 12C4 doesn't cover. the 4 is disallowing AA on the primary flip chain and changing that to a 5 also adds AA for RGBA16F textures on top of that) is what allows it to fix what 12C4 misses.

12C5 by itself will actually disable AA completely and not apply it to the image *At All*.
Alright, but originally your post said "0x000012C5", not "0x001012C5".

If I were you, I wouldn't get too hung up on all those technical rendering terms when describing/finding AA profiles.
This just tends to confuse novice users.

A much simpler way to describe the procedure of finding blur-free SGSSAA flags is to start with "0x000000C0" and then work your way up.
For most games using a more complex deferred renderering scheme, you usually need at least "C1" (UE3), "10C1" or "12C1" (CryEngine 3) as a base profile.
If blurring is a big issue in a specific game/application, then consider using "C5" as base.
This will however typically result in a loss in AA quality.
Depending on the game, you might need "0x084000C1" to include support for custom resolutions/aspect ratios (8) or newer types of deferred lighting (4).

That's just my 2 cents to people new to the "jungle" of finding custom DX9 AA profiles ;)

MrBonk
2014-02-10, 22:53:19
My post didn't say just 12C5 though. It said 1012C5. (Something you obviously mis-read)
(I made the same post 1 minute later on Guru3D with no edits. The only edit I made here was to add the line "1440p 4xSGSSAA" with the flag comparison)




And I agree starting simple is the right thing. I ALWAYS do, the Problem however is not all games are that simple.

Two Worlds II is one of those games.

TWII absolutely needs every single one of those bits for AA with that quality to function AT ALL.

No 1 in 1012C5 = no AA applied
12C4 = AA applied but with too many glitches and problems resolving details around hair
2C4 = No AA applied and glitches.
10C4 results in the same.
1244 = AA applied but all alpha test objects are heavily glitched with white blobs
12C0 = AA applied perfectly with no blur but it glitches out the HDR rendering
12C1 does the same
12C3 does the same
0C0 = no AA applied and glitches


Believe me when I say i've tested literally just about every possible simple combination there is to come to the flag that produces the right results for the specific game in question.



And I think you SHOULD add my flag as a replacement for Dead Rising 2 because it's clearly of better quality and produces better results.
http://screenshotcomparison.com/comparison/62053
Less bits =/= always better quality.





______________________________________________


To anyone new who wants to help out and test more.
https://mega.co.nz/#!HJokwSyL!DiBjXFvqmhgUQkBn7mfifw6Md55K9Z7hdWfGFJMIP1c
Please download this to help yourself out.

MrBonk
2014-02-11, 00:40:56
- Inversion -

General Information:

Game has a flag in the driver, 0x00000244, but it doesn't work or do anything other than give a grey screen for me. No matter if just trying to use MSAA or SGSSAA, or even OGSSAA.

I'm not sure what changed between development and release of the game. But much like Duke Forever, it doesn't do anything.


SGSSAA doesn't get everything. This was another tricky game to try and find something that would get everything but no dice this time.


Luckily, SGSSAA gets the most important parts and gets what downsampling+in game AA cannot. Most temporal aliasing. Especially when it comes to fine specular details.
Compare these 3 shots

3200x1800 + in game AA+ FXAA Ds'd to 1600x900 (consider that these specular details flicker and shimmer heavily in motion) http://i.minus.com/iKr2KlpTNginj.png
1600x900 + 8xSGSSAA http://i.minus.com/izkJA26HWwlRp.png
2240x1260+4xSGSSAA Ds to 1600x900 http://i.minus.com/iDOYw4X7jgtbo.png

If you have a powerful enough card. You can simply use SGSSAA and downsample to get just about everything.


__________________________________________


- 0x000012C1 - SGSSAA Only

____________________________________________---

Pictures:

Comparing various scenes.

Title screen - Main Menu - Options - Campaign - Lobby - Challenges - Loadout - Deathmatch beginning (Except for the last set. I missed the title screen)

No AA- http://i.minus.com/iAD7cEu7jN1Gy.png http://i.minus.com/i4GpEbFT3dzgz.png http://i.minus.com/ibspDGHDRYwh2s.png http://i.minus.com/ibtZbCsIxUCKb7.png http://i.minus.com/iAMWEV5CWLFGA.png http://i.minus.com/ibkERmzsCvmLE5.png http://i.minus.com/iHQqQILKCOLyR.png http://i.minus.com/ikb6VEbTfdaVW.png


12C1 8xSGSSAA- http://i.minus.com/ik2w89xZsctdb.png http://i.minus.com/invQ3G6Ln7Any.png http://i.minus.com/i5MMhlndS7Qrr.png http://i.minus.com/iiuDZgByDhWOo.png http://i.minus.com/iXY1kEFxj14RU.png http://i.minus.com/iy2gTAD0t8gdK.png http://i.minus.com/igY39FBbDmPRZ.png http://i.minus.com/ibvr43NvsBT7uN.png


2240x1260 + 4xSGSSAA Ds to 1600x900- http://i.minus.com/iuLhsYBROIVXa.png http://i.minus.com/ibfgsiXWM2hz9J.png http://i.minus.com/iVujRZuZuyXX2.png http://i.minus.com/iIWEjdZhy8ovq.png http://i.minus.com/iJDdo3ZoCfKoT.png http://i.minus.com/iKwKzNVtnd3Wb.png http://i.minus.com/iqzKkihEYhvdO.png

MrBonk
2014-02-12, 06:05:01
I'd like to post an update for for a great deal of games.

It seems at some point Nvidia added another Behavior flag for AA that is set by default for the list shown


0x00000005 (Assetto Corsa, The Walking Dead: Survival Instinct, Max Payne 3, Battlefield 3, Battlefield 4, Need for Speed: The Run, Sleeping Dogs, Splinter Cell: Blacklist, Crysis, The Bureau: XCOM Declassified, Metro: Last Light, Call of Juarez: Gunslinger, Darksiders 2, Prototype 2, Tom Clancy's Ghost Recon Future Soldier, Tomb Raider (2013), Dishonored, Elder Scrolls V: Skyrim, Remember Me, Castlevania: Lords of Shadow, Planetside 2, Resident Evil: Operation Raccoon City, Spec Ops: The Line, Dead Space 3, Guild Wars 2, Hawken, Kingdoms of Amalur: Reckoning, Borderlands 2, Hitman: Absolution, Crysis 2, Risen 2: Dark Waters, Dragon Quest X Online, Syndicate, Sniper: Ghost Warrior 2, The Secret World, Dead Island: Riptide, Darkness II, Star Trek, StarCraft II, SimCity 5, Resident Evil 6 / Biohazard 6, World Of Warplanes, Space Hulk, MechWarrior Online, Payday 2, Hard Reset, Final Fantasy XIV Realm Reborn)



I tested Resident Evil 6 with the flag set and AA would not force.

Perhaps this should be added to the front post that people should disable them.

MrBonk
2014-02-12, 07:09:07
Castlevania Lords of Shadow 2 - 0x000012C1 - Minimum bit required for SGSSAA, OGSSAA, OGSSAA-Hybrid (12C1 should be sufficient. It didn't seem to work the first time I tested it. but it does now)

No AA http://i.minus.com/ib0u4R7ytaXc0n.png http://i.minus.com/ibmm4zPE1tFLZI.png http://i.minus.com/id2j4MW4iW8gT.png
In game AA max http://i.minus.com/ibfeI3669VxIcz.png http://i.minus.com/inaBAF4g7sCCs.png http://i.minus.com/ipuEsKs2zMX1d.png
8xSGSSAA http://i.minus.com/igFin4RpzSEUL.png http://i.minus.com/ifmpZ9PxH0hSF.png http://i.minus.com/iNuQ3pCbIvJed.png
16xS+4xSGSSAA http://i.minus.com/ibmzewTgef7Gz9.png
4x4 OGSSAA http://i.minus.com/ibjJzQog1Wc8Dm.png
4x4 + in game AA http://i.minus.com/iPpRE5cXQRO5V.png
2x2 downsampling+ In game AA http://i.minus.com/iGzdba0loXmwe.png
2x2 downsampling+ In game AA+ Driver FXAA http://i.minus.com/iWfDdejUVxQld.png

SGSSAA seems to miss some specular things, but you can apply the in-game AA on top of it to help somewhat.

And it is still a lot better than in-game AA+downsampling temporally.


Also: The game will only allow you change the resolution up to what your display resolution is. So downsampling = higher desktop resolution to work so far from the demo.



In game AA is probably just FXAA by the looks of it. And i'm guessing the consoles will have it too since the first game didn't have any AA at all.

Some of the textures graphics seem intentionally sharpened to account for this. Or at least it seems to look like it anyway.

I had someone test 8xSGSSAA with Lords of Shadow 2 at 1080p on a 780Ti and he got 40FPS during gameplay and around 20 during cutscenes.

Yowza


2015 Edit:

Apparently the AA fix helps with some of the harsher specular issues.
http://forums.guru3d.com/showpost.php?p=5034725&postcount=2923

SLIKnight
2014-02-14, 13:27:40
I have moved my AA list summary post: #5490 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10113383&postcount=5490)

MrBonk
2014-02-15, 03:14:59
I can certainly agree with that. I will re-test it for sure. Thank you.

MrBonk
2014-02-15, 03:32:33
Also: Here's a comparison between 2xSGSSAA and 8xSGSSAA in LoS 2, *Hint-8xSGSSAA looks better* Not only in stills. But in motion it produces far better results IMO.

Of course the performance penalty is steep. 4xSGSSAA+In game AA+downsampling could likely produce better results.

http://screenshotcomparison.com/comparison/62605

phoenix887
2014-02-15, 04:04:20
Pool Nation Bits:0x00401045 (Tao Yuan), 8xSGSSAA

http://abload.de/thumb/pool2014-02-1503-59-1qyss9.png (http://abload.de/image.php?img=pool2014-02-1503-59-1qyss9.png)

http://abload.de/thumb/pool2014-02-1503-59-29vsuz.png (http://abload.de/image.php?img=pool2014-02-1503-59-29vsuz.png)

http://abload.de/thumb/pool2014-02-1503-59-2d8sjl.png (http://abload.de/image.php?img=pool2014-02-1503-59-2d8sjl.png)

Gast
2014-02-15, 13:08:21
I can certainly agree with that. I will re-test it for sure. Thank you.
try C0 first. you'll waste less time. ;)

SLIKnight
2014-02-15, 18:28:12
Also: Here's a comparison between 2xSGSSAA and 8xSGSSAA in LoS 2, *Hint-8xSGSSAA looks better* Not only in stills. But in motion it produces far better results IMO.

Of course the performance penalty is steep. 4xSGSSAA+In game AA+downsampling could likely produce better results.

http://screenshotcomparison.com/comparison/62605

Awesome, it is settled then :)
Those frame rates seem very reasonable to me for 8xSGSSAA.
Even in the original LoS, 8xSGSSAA or 3x3 OGSSAA is pretty much SLI territory at 1080P or 1200P.
At least if you want an average of 50-60 FPS or higher :wink:

Blade II
2014-02-15, 22:11:50
Hawken

SGSSAA-Bit: 0x080000C1

Performance ist in Verbindung mit meiner GTX 660 und Details auf Ultra zufriedenstellend (~30 FPS). Screenshots folgen :).

MrBonk
2014-02-16, 01:52:23
try C0 first. you'll waste less time. ;)


I actually HAVE if you *read* my original post about it.

0x000000C0 causes glitches with the game's DoF.

Gast
2014-02-16, 10:49:09
you've mixed up screenshots. your comparison clearly shows 0x084012C3 and NOT 0x08401243.
the jaggies on the blue parts of the floor are smoothed by the superbuffer bit #07.
with 0x00000040, 0x08401243 and in-game SGSSAA the jaggies on the floor are identical.

SLIKnight
2014-02-16, 15:51:29
Hi guys,

I have found a nice and subtle HBAO+ flag "0x00000008" for F.E.A.R.
Here are some comparison screenshots with 3x3 OGSSAA forced and "Soft Shadows" enabled:

3x3 OGSSAA~70fps|3x3 OGSSAA+AO~60fps|NVIDIA Inspector
http://abload.de/thumb/fear_2013_11_24_01_09jpp8k.png (http://abload.de/image.php?img=fear_2013_11_24_01_09jpp8k.png)|http://abload.de/thumb/fear_2014_02_16_15_034vu6j.png (http://abload.de/image.php?img=fear_2014_02_16_15_034vu6j.png)|http://abload.de/thumb/fear_hbao_3x3ogssaa_izvus8.png (http://abload.de/image.php?img=fear_hbao_3x3ogssaa_izvus8.png)


You might want to add this flag to your AO list, MrBonk ;)
I have added this new information to my existing F.E.A.R. post: #3737 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9609522&postcount=3737)

MrBonk
2014-02-17, 03:10:59
you've mixed up screenshots. your comparison clearly shows 0x084012C3 and NOT 0x08401243.
the jaggies on the blue parts of the floor are smoothed by the superbuffer bit #07.
with 0x00000040, 0x08401243 and in-game SGSSAA the jaggies on the floor are identical.
Actually not in my testing.

The only difference between 0x080012C3 and 0x08001243 is that C3 messes up the DoF and also AA's the shadow maps.

I remember this very precisely and i'll be testing again tonight with more comparison shots


EDIT: After testing again, 0x08001243 doesn't have the same results that I very clearly remember from when I originally tested. This is frustrating. BUT, I found an even BETTER SOLUTION after a hunch! *SEE NEXT POST*
Hi guys,

I have found a nice and subtle HBAO+ flag "0x00000008" for F.E.A.R.
Here are some comparison screenshots with 3x3 OGSSAA forced and "Soft Shadows" enabled:

3x3 OGSSAA~70fps|3x3 OGSSAA+AO~60fps|NVIDIA Inspector
http://abload.de/thumb/fear_2013_11_24_01_09jpp8k.png (http://abload.de/image.php?img=fear_2013_11_24_01_09jpp8k.png)|http://abload.de/thumb/fear_2014_02_16_15_034vu6j.png (http://abload.de/image.php?img=fear_2014_02_16_15_034vu6j.png)|http://abload.de/thumb/fear_hbao_3x3ogssaa_izvus8.png (http://abload.de/image.php?img=fear_hbao_3x3ogssaa_izvus8.png)


You might want to add this flag to your AO list, MrBonk ;)
I have added this new information to my existing F.E.A.R. post: #3737 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9609522&postcount=3737)


Dang, awesome work thanks!

Added to my list for sure. Which brings it to ~30 games so far.

20 to go before I make a thread for it.

MrBonk
2014-02-17, 13:23:07
-Dead Rising 2 - Redux (Should work for Off the record too)


I had a hunch about the AA Fix, since it has caused some issues in some games before. So I decided to try it and BADDA BING! It works!

With the AA fix ON, there is undersampling issues/glitch that causes aliasing with the Depth of Field.

With the AA fix OFF the behavior is normal. (Sorry it's been a long night. Really tired and my browser crashed on my part way through writing this originally so I had to start over.)

The easiest way to show this is on video.

Here's a download link (https://mega.co.nz/#!jIoV1LoT!N00h23fKqB39IWEphMcSzDrxg7Mc4puMz_LY3phgpKE)

It shows
In game 8xMSAA
C0 8xSGSSAA with AA Fix on


So the bit I ended up finding, with the AA fix off gives us even better quality in nearly every area for the same performance!

0x000000C0 Gives us better overall AA quality
0x08000201 Gives us AA'd Shadow maps, AAs stuff involving HDR a little bit and it even AA's the DoF a little as well.

I bet you are saying now "But Bonk, are you sure you need all dem tasty bits?"

For the second set, it HAS to be this EXACT combination. Otherwise it won't work. I tested it everywhich way possible until the exact combination needed was down. I don't know why it works this way, but it does. And it looks great. (Ugh, typing this again feels like everything is coming out wrong. Wasn't this tired when I tested sorry)

"But Bonk, you've been wrong before, like with DR2 originally"

Yes I realize that, and I apologize for my mistakes. But is the real deal this time.



___________________________________________

Bit - 0x080002C1 - (Should work with same functions as prior. I only tested SGSSAA)

______________________

Pictures

No AA - http://i.minus.com/ibd41BWfNsts91.png http://i.minus.com/ibjuvKStW4ijXs.png http://i.minus.com/i4JvzThoRRbPE.png http://i.minus.com/iUXRoyzyiBJfI.png http://i.minus.com/ibkAnKvVwjWXR6.png

0x00000040 8xSGSSAA- http://i.minus.com/ibskfyueTyIuea.png http://i.minus.com/iw3kq8Ot6qq5C.png http://i.minus.com/iM6IKvZezmwpz.png http://i.minus.com/igjqmDDjy97TX.png http://i.minus.com/ib2g3fCoocs66h.png

0x080002C1 8xSGSSAA AA FIX ON- http://i.minus.com/iFl1tEwaSpTzM.png http://i.minus.com/iK4Ps0dbKXkpp.png http://i.minus.com/inQCAfmY2bPWH.png http://i.minus.com/iGhJetZ1FCrLM.png http://i.minus.com/i6h3cDAB9G58z.png

0x080002C1 8xSGSSAA AA FIX OFF- http://i.minus.com/iNNDFhBPCYCqS.png http://i.minus.com/i6ywS0wSZevl6.png http://i.minus.com/iUmdmrgBJj6WG.png http://i.minus.com/iLlY4GmXz70RI.png http://i.minus.com/i2JGKdB3UAGfL.png

SLIKnight
2014-02-17, 16:27:54
-Dead Rising 2 - Redux (Should work for Off the record too)

With the AA fix OFF the behavior is normal. (Sorry it's been a long night. Really tired and my browser crashed on my part way through writing this originally so I had to start over.)

0x080002C1 8xSGSSAA AA FIX OFF- http://i.minus.com/iNNDFhBPCYCqS.png http://i.minus.com/i6ywS0wSZevl6.png http://i.minus.com/iUmdmrgBJj6WG.png http://i.minus.com/iLlY4GmXz70RI.png http://i.minus.com/i2JGKdB3UAGfL.png

Nice to finally have this settled :tongue:
With that in mind, my recommended changes to the AA list becomes:

1) "0x000012D9" should be added to the list for SGSSAA & OGSSAA in "Counter-Strike: Global Offensive" ("C0" is not sufficient in this Source game): Guru3D (#1459) (http://forums.guru3d.com/showpost.php?p=4671946&postcount=1459)
2) MrBonk's "update post" should be added as an additional reference to the "Warhammer 40.000: Space Marine & Dawn of War II" SGSSAA entry, like this: #1279 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8899046&postcount=1279), #5397 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10080069&postcount=5397), #5418 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10089077&postcount=5418)
3) "0x000000C1" and "0x00000241" should be added for respectively SGSSAA and MSAA+TrSSAA in "Torchlight II": #5430 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10097059&postcount=5430)
4) "0x000012C1" should be added for SGSSAA & OGSSAA in "The Typing of the Dead: Overkill": #5431 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10097113&postcount=5431)
5) "0x004012C1" should be added for SGSSAA in "Loadout" (Use "Low" settings to disable ingame PostAA): #5441 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10098423&postcount=5441)
6) "0x000002C1" should be added for SGSSAA in "Double Dragon: Neon": #5457 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10102973&postcount=5457)
7) "0x000000C1" should be added for SGSSAA in "Two Worlds" ("0x00000045" should only be listed for MSAA+TrSSAA modes): #138 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8329009&postcount=138), #5381 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10071269&postcount=5381), #5459 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10102997&postcount=5459)
8) The SGSSAA & OGSSAA entries for various "LEGO" games should be combined to save space in the AA list:

LEGO: Marvel Super Heroes, The Lord of the Rings, Batman 2: DC Super Heroes & Movie Videogame (0x004010C1): #5175 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9982838&postcount=5175), #3739 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9609977&postcount=3739), #5460 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10103069&postcount=5460)

9) The SGSSAA flag for "Two Worlds II" should be changed to "0x001012C5": #171 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8379264&postcount=171), #5468 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104149&postcount=5468)
10) "0x004010C1" should be added for MSAA, SGSSAA & OGSSAA in "Ethan: Meteor Hunter": #5471 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104189&postcount=5471)
11) "0x000012C1" should be added for SGSSAA in "Blood Knights": #5472 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104198&postcount=5472)
12) "0x000012C1" should be added for SGSSAA in "Inversion": #5475 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10105492&postcount=5475)
13) "0x000012C1" should be added for SGSSAA & OGSSAA in "Castlevania: Lords of Shadow 2": #5477 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10106818&postcount=5477), #5480 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10110703&postcount=5480)
14) "0x00401045" should be added for SGSSAA in "Pool Nation": #5481 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10110707&postcount=5481)
15) The SGSSAA flag for "Dead Rising 2 & Off the Record" should be changed to "0x080002C1" (TF2 "AA fix" should be disabled for best AA quality): #5489 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10113124&postcount=5489)
16) My tweaking guide for "Unreal Tournament 3" should be added as an additional reference to the existing SGSSAA entry: #1799 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9094340&postcount=1799), #5494 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10114548&postcount=5494)
17) "0x000012C1" should be added for SGSSAA & OGSSAA in "Sol Survivor" (Doesn't work for 4xSGSSAA): #5503 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10115641&postcount=5503)
18) "0x00000045" and "0x000000C1" should be added for respectively MSAA and SGSSAA in "Renegade X": #5537 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10126309&postcount=5537)
19) Since "0x000000C1" also works for blur-free SGSSAA in "Resident Evil 4", it should be added to the existing "Resident Evil 5 & 6" entry:

Resident Evil 4, 5 & 6 (0x000000C1): #2340 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9253499&postcount=2340), #4242 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9766345&postcount=4242), #5540 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10128239&postcount=5540)

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Also, I have found number 31 on your HBAO+ list ;)
The "0x00000004" flag works very well in Tom Clancy's Ghost Recon Advanced Warfighter 2.
Here are some screens at 1920x1200 with 8xSGSSAA and "Quality" HBAO+ forced:

http://abload.de/thumb/graw2_2014_02_17_15_1cjbmh.png (http://abload.de/image.php?img=graw2_2014_02_17_15_1cjbmh.png) http://abload.de/thumb/graw2_2014_02_17_15_1lmxo3.png (http://abload.de/image.php?img=graw2_2014_02_17_15_1lmxo3.png) http://abload.de/thumb/graw2_2014_02_17_15_17fzan.png (http://abload.de/image.php?img=graw2_2014_02_17_15_17fzan.png) http://abload.de/thumb/graw2_2014_02_17_15_18uych.png (http://abload.de/image.php?img=graw2_2014_02_17_15_18uych.png) http://abload.de/thumb/graw2_2014_02_17_15_1g0yd6.png (http://abload.de/image.php?img=graw2_2014_02_17_15_1g0yd6.png) http://abload.de/thumb/graw2_2014_02_17_15_14bymj.png (http://abload.de/image.php?img=graw2_2014_02_17_15_14bymj.png) http://www.abload.de/thumb/graw2_video_optionskilu1.png (http://www.abload.de/image.php?img=graw2_video_optionskilu1.png) http://www.abload.de/thumb/graw2_hudfkipi.png (http://www.abload.de/image.php?img=graw2_hudfkipi.png) http://abload.de/thumb/graw2_inspectorv5y5b.png (http://abload.de/image.php?img=graw2_inspectorv5y5b.png)

Maybe this AO flag also works in GRAW 1 and other games running on the Diesel Engine (http://en.wikipedia.org/wiki/Diesel_(game_engine)), but I don't own any of those, so somebody else will have to test this.
I have added all of this information to my SLI and SGSSAA posts for GRAW 2, which are already referenced in the SLI and AA lists: #627 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9509142&postcount=627), #2658 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9359472&postcount=2658)

SLIKnight
2014-02-17, 23:58:22
HBAO+ information for Mass Effect 2

I have tested various HBAO+ profiles for Mass Effect 2, and found two nice alternatives.
The official ME1 flag "0x00000020" provides a very strong AO effect, while "0x0000002F" is slightly more subtle.
Here are some comparison screenshots at 1920x1200 with 8xSGSSAA forced using "0x080000C1":

8xSGSSAA (No AO)| 8xSGSSAA (0x00000020)|8xSGSSAA (0x0000002F)
http://abload.de/thumb/masseffect21_noaonsbqb.png (http://abload.de/image.php?img=masseffect21_noaonsbqb.png)|http://abload.de/thumb/masseffect21_0x000000dgx12.png (http://abload.de/image.php?img=masseffect21_0x000000dgx12.png)|http://abload.de/thumb/masseffect21_0x000000lrzs0.png (http://abload.de/image.php?img=masseffect21_0x000000lrzs0.png)
http://abload.de/thumb/masseffect22_noaox9zcq.png (http://abload.de/image.php?img=masseffect22_noaox9zcq.png)|http://abload.de/thumb/masseffect22_0x0000006sll9.png (http://abload.de/image.php?img=masseffect22_0x0000006sll9.png)|http://abload.de/thumb/masseffect22_0x000000kpbjl.png (http://abload.de/image.php?img=masseffect22_0x000000kpbjl.png)
http://abload.de/thumb/masseffect23_noao6ba4l.png (http://abload.de/image.php?img=masseffect23_noao6ba4l.png)|http://abload.de/thumb/masseffect23_0x000000q0bxm.png (http://abload.de/image.php?img=masseffect23_0x000000q0bxm.png)|http://abload.de/thumb/masseffect23_0x000000mzy1t.png (http://abload.de/image.php?img=masseffect23_0x000000mzy1t.png)

http://abload.de/thumb/me2_inspectorywjot.png (http://abload.de/image.php?img=me2_inspectorywjot.png)

"0x00000020" does not cause any problems in cutscenes like in ME1, but it does tend to bleed slightly through fog in some outdoor scenes.
I personally prefer using "0x0000002F" in ME2, since it adds a nice moderately strong shadow depth effect, without any adverse side effects whatsoever.

Advanced tweaking and the Coalesced Editor

In order to do more advanced .ini tweaking in ME2, you will need to download the Mass Effect 2 Coalesced Editor (http://social.bioware.com/project/1854/).
As the name suggests, this utility edits the "Coalesced.ini" configuration file found in your "Mass Effect 2\BioGame\Config\PC\Cooked" directory.
Personally I have used it to increase the very narrow default FOV values used in ME2.

In this process the "Shared_Aim" command is modified to apply a higher horizontal field of view (100), when holding and releasing the right mouse button.
I have also added bindings for the T and Z keys to apply respectively 40 and 10 degree FOV values.
The T key binding should be used in cutscenes, while the Z key can be used in conjunction with the right mouse button to zoom in and aim.
The specifics of creating these bindings are quite similar to, what I describe in this post about Brothers in Arms: Hell's Highway: #3000 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9412652&postcount=3000)

MrBonk
2014-02-18, 01:23:01
Thanks! I'll make notes and links of those in my list!

As far as the Diesel engine goes, games like Bionic Commando have built in AO that I've yet to figure out how to disable (need to though because it's awful)

But generally it seems from my experiences that one flag that works for a game on one engine may not be the best fit for another game on that engine. It seems to be game dependent mostly.


ALSO: I don't think it's necessarily the SLI scaling that is the issue. Many games have issues with many flags and the performance will just outright drop to unplayable levels with AO not even being applied (like in your screens up there.)

SLIKnight
2014-02-18, 13:34:42
I don't think it's necessarily the SLI scaling that is the issue. Many games have issues with many flags and the performance will just outright drop to unplayable levels with AO not even being applied (like in your screens up there.)

Trust me, SLI scaling was to blame with "0x00000028" in ME2.
With the "0x00000020" AO flag I have 98-99% usage on both GPU's, but with "28" it drops to 65-75%.

But either way it doesn't really matter, since "20" works so well for HBAO+ in ME2.

SLIKnight
2014-02-18, 14:38:02
I have also been doing some HBAO+ investigation for Unreal Tournament 3.
The official driver flag "0x00000010" works reasonably well and doesn't cause any serious issues, but also doesn't make a very big visual difference.

After trying nearly all AO bits known to man, I finally discovered, that simply adding bit #5 (which happens to be the "Mass Effect" bit) to the existing profile gives a much nicer and more dark look to the AO in UT3.
It tends to complement the slightly "foggy" look of the game itself and the "0x00000010" profile very nicely.
The final HBAO+ profile then becomes "0x00000030".

Unfortunately there is a downside to using AO bit #5 in UT3.
Depending on the distance to objects and the angle they are viewed at, AO may not be applied properly through smoke or fog.
This becomes even more apparent, when using bit #5 on its own.
Here are some AO comparison screenshots taken on the "CBP3 Artemisa" map in VCTF mode:

8xSGSSAA (0x00000020)|8xSGSSAA (0x00000010)| 8xSGSSAA (0x00000030)|NVIDIA Inspector
http://abload.de/thumb/ut3_2014_02_18_11_47_mokn7.png (http://abload.de/image.php?img=ut3_2014_02_18_11_47_mokn7.png)|http://abload.de/thumb/ut3_2014_02_18_12_06_rjkje.png (http://abload.de/image.php?img=ut3_2014_02_18_12_06_rjkje.png)|http://abload.de/thumb/ut3_2014_02_18_13_11_efkdh.png (http://abload.de/image.php?img=ut3_2014_02_18_13_11_efkdh.png)|http://abload.de/thumb/ut3_inspectorkrj3v.png (http://abload.de/image.php?img=ut3_inspectorkrj3v.png)


As you see, the combination of AO bits #4 and #5 is the best compromise in UT3.
For the record, I am running the latest version 2.1 of UT3 with maximum ingame settings and the following tweaks:


Graphics and sound settings:

Post Processing: Vivid
Hardware Physics: Ticked
Framerate Smoothing: Unticked
FOV: 100
Hardware OpenAL: Unticked (causes hardlocks since Patch 1.3)

Gameplay settings:

Mouse Smoothing: Unticked
Dynamic Netspeed: Unticked
Display Weapon Bar: Unticked
Show Objective Paths: Unticked

UTEngine.ini:

[WinDrv.WindowsClient]
AllowJoystickInput=0

[SystemSettings]
MotionBlur=False
QualityBloom=True
OnlyStreamInTextures=True
Trilinear=True
OneFrameThreadLag=True
MaxAnisotropy=16

[FullscreenMovie]
;StartupMovies=Copyright_PC
;StartupMovies=EpicLogo
;StartupMovies=MidwayLogo
;StartupMovies=UE3_logo
;StartupMoives=Nvidia_PC
;StartupMovies=Intel_Duo_Logo
;StartupMovies=UT_loadmovie1

BeetleatWar1977
2014-02-18, 18:22:00
World of Tanks - 0x0000B2C1

geht wieder - mit 8.11 und FW334.89

http://abload.de/img/zwischenablage01pckcc.jpg

SGSSAA ist leider immer noch buggy:
http://abload.de/img/zwischenablage02pvk3g.jpg
Wenn ich die Zeit habe - teste ich noch andere Bits dafür......

SLIKnight
2014-02-18, 19:10:33
World of Tanks - 0x0000B2C1

geht wieder - mit 8.11 und FW334.89

http://abload.de/img/zwischenablage01pckcc.jpg

SGSSAA ist leider immer noch buggy:
http://abload.de/img/zwischenablage02pvk3g.jpg
Wenn ich die Zeit habe - teste ich noch andere Bits dafür......

Nice, but "12C1" should be enough for SGSSAA in WoT ;)
Also please remember to enable the TF2 "AA fix".
This tends to solve such problems in many games.

BeetleatWar1977
2014-02-18, 19:38:30
Nice, but "12C1" should be enough for SGSSAA in WoT ;)
Also please remember to enable the TF2 "AA fix".
This tends to solve such problems in many games.
Damn - i´ve thought i have forgotten something - works, but only with "fix"



http://abload.de/img/zwischenablage03w1jdj.jpg

Blade II
2014-02-18, 22:37:44
Hey folks!

Great work on the ao bits :)

I'm currently looking for a working ambient occlusion bit for WARP (http://store.steampowered.com/app/102850/). The game uses Unreal Engine 3. So far 0x00000010 (UT III) seems to somehow work but it's flickering very much.

Does anyone know which additional bit(s) might help? I'm not very keen on testing the whole list :D.

Thanks in advance!

SLIKnight
2014-02-18, 23:27:22
Well, I must say that testing AO bits is also very new to me.
I'm more of an AA/SLI veteran really ;)

But from what I can tell, most of the official AO bits for UE3 games seem to have the form "0x0000002X", where X=0,1,2,3...6.
So any of those might reduce flickering.
Otherwise maybe the Oblivion flag "0x00000011" or the "Colonial Marines" flag "0x00000030" could be the answer.

In particular AO bits #4 and #5 seem to have an effect in most UE3 games.

MrBonk
2014-02-19, 04:26:13
I have also been doing some HBAO+ investigation for Unreal Tournament 3.
The official driver flag "0x00000010" works reasonably well and doesn't cause any serious issues, but also doesn't make a very big visual difference.

After trying nearly all AO bits known to man, I finally discovered, that simply adding bit #5 (which happens to be the "Mass Effect" bit) to the existing profile gives a much nicer and more dark look to the AO in UT3.
It tends to complement the slightly "foggy" look of the game itself and the "0x00000010" profile very nicely.
The final HBAO+ profile then becomes "0x00000030".

Unfortunately there is a downside to using AO bit #5 in UT3.
Depending on the distance to objects and the angle they are viewed at, AO may not be applied properly through smoke or fog.
This becomes even more apparent, when using bit #5 on its own.
Here are some AO comparison screenshots taken on the "CBP3 Artemisa" map in VCTF mode:

8xSGSSAA (0x00000020)|8xSGSSAA (0x00000010)| 8xSGSSAA (0x00000030)|NVIDIA Inspector
http://abload.de/thumb/ut3_2014_02_18_11_47_mokn7.png (http://abload.de/image.php?img=ut3_2014_02_18_11_47_mokn7.png)|http://abload.de/thumb/ut3_2014_02_18_12_06_rjkje.png (http://abload.de/image.php?img=ut3_2014_02_18_12_06_rjkje.png)|http://abload.de/thumb/ut3_2014_02_18_13_11_efkdh.png (http://abload.de/image.php?img=ut3_2014_02_18_13_11_efkdh.png)|http://abload.de/thumb/ut3_inspectorkrj3v.png (http://abload.de/image.php?img=ut3_inspectorkrj3v.png)


As you see, the combination of AO bits #4 and #5 is the best compromise in UT3.
For the record, I am running the latest version 2.1 of UT3 with maximum ingame settings and the following tweaks:




How interesting. Do you get the AO bleeding through the UI in the menus at all with the default bit?

From what I remember of the UT3 demo and the original AO Flag when it was SSAO. It would bleed through all menus and UI elements. And using that flag with HBAO+ and some games still seems to produce the same result.

How interesting, you may want to post your results in the HBAO+ Feedback thread on Nvidia's forum too if the bit for the game itself isn't working well.
Edit: Looking at the pictures, the ME flag seems to have issues with Fogging (Applying AO too strongly through fog, resulting in ugly incorrect results) Did you encounter this issue with ME2 at all? I Know that people were having issues with the ME Flag and ME1 itself. ( I do remember that it was applying AO incorrectly through fog in ME1 as well with HBAO+)
Thanks for the effort!

MrBonk
2014-02-19, 04:33:36
Hey folks!

Great work on the ao bits :)

I'm currently looking for a working ambient occlusion bit for WARP (http://store.steampowered.com/app/102850/). The game uses Unreal Engine 3. So far 0x00000010 (UT III) seems to somehow work but it's flickering very much.

Does anyone know which additional bit(s) might help? I'm not very keen on testing the whole list :D.

Thanks in advance!


In my experience, it's not terribly engine dependant but it can help be a nice starting point. Your only options really are to test all the flags you know are for UE3 games. Or testing all bits until you find one that doesn't have issues with flickering, only on at certain angles,fogging,etc.