![]() I tried using DSR to play in 4k and higher but then the game has all kinds of UI issues no matter what in game UI size I choose, so using my native 1080p with 8xAA via NPI was ideal.ĭoes anybody have any ideas or things I can try to get it working again? In the last few hours I've tried going back to several older drivers (378.92, 382.53, 385.69 and 387.92) and they all do the same thing, which makes me think it may have been going from 1709->1803 that broke some older games. Now that I'm on Windows 1803 the game menus just flicker a bunch and no AA is applied. The last time I played the game I was on Windwith driver version 391.65 and it worked perfectly. I just started playing Titan Quest Anniversary Edition with a friend and the AA and AO settings are no longer working. As the quality is poor and adds a huge amount of aliasing to the game) Make sure to disable reflections or just use variable reflections. And you don't need much to get the game looking near perfect. However it's something most people will never notice. The specular component is so harsh, and the TAA will often fail to completely resolve it in motion that not even TAA+FXAA+9xSSAA will completely fix it. Then there are some games that almost nothing will fix completely everything, even when you go completely overkill. They often bring about introducing a lot more artifacts than they help fix. The recent trend of "resolution scale" is the very lazy side of things) and most TAA methods by themselves, no matter how much they are doing. The problem is often there is too little done by developers (or too cheaply or too lazily. (Multiple methods, any combination of MSAA, SGSSSAA,FXAA,TAA,OGSSAA) A hybrid AA solution is often the best solution. (Even with older versions and disabling depth detection)Īlso: apparently you can hex edit a cracked exe to run other resolutions can never have enough things trying to tackle aliasing. As that's the only one needed to ensure compatibility with Reshade. Then try again.Īlso: apparently you can hex edit a cracked exe to run other resolutions AA and reshade, I would just try adding only the depth bit. If there is, then just add the 2, or the 4, and not both. The 2 in 12C1 is for forcing AA on R32F surfaces.įirst I would A/B with just 4010C1 to actually determine there is a difference. It wouldn't normally do anything visible. That 2nd 4 is "Force Shader Replay on R32F surfaces" And the driver description is Jericho specific. )Īnyway, I don't see why 0x004412C1 wouldn't cause the interaction with the shaders that forcing AA and using Reshade that occurs normally. I would really do a 1:1 accurate A/B/C test first to see if it is actually adding blur or not.(It usually does as SGSSAA interacts with the shaders. (Even with older versions and disabling depth detection) Recording video results in the video having none of the smearing/blurring issues.ĮX: Far Cry 3 BD at 30FPS with 2xMSAA+MFAAįor AA and reshade, I would just try adding only the depth bit. Enhancing the MSAA with MFAA causes smearing/blurring in motion.Įssentially, just load up any DXGI game with MSAA, lock the framerate to 30 and enable MFAA to see this happening. One example: Grandia II Anniversary Edition runs at a locked 30FPS and is DX11. With SGSSAA however, even at above 40FPS it causes some smearing/blurring in motion. Even when just enhancing built in MSAA with MFAA. Below that threshold, MFAA causes smearing and blurring in motion. It turns out that MFAA doesn't function properly below 40FPS. ![]() ![]() And since MFAA changes this every frame it messes it up Not that I didn't expect this, since from what I recall, SGSSAA is coded to precisely match the sampling points and grid from the MSAA component. The lower level of SGSSAA, the worse it looks. But as soon as movement of the camera occurs, there is a ghosting/smearing effect that isn't shown in screenshots. So I tested a DX11 game that could be enhanced with SGSSAA, Far Cry Blood Dragon. ![]() I have wondered whether MFAA will benefit SGSSAA performance in anyway. ![]()
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