2x, 4x, Quincunx FSAA

BlvdKing

Golden Member
Jun 7, 2000
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I use Quincunx AA w/ 2x anisotropic and I like it alot. It's slightly better than 2x but blurs the textures more, which is why I use 2x anisotropic filtering to sharpen the textures. Quincunx AA looks best at 1024*768 or 1280*1024 IMO.
 

sxr7171

Diamond Member
Jun 21, 2002
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I know you can enable anisotropic in OpenGL but how do you control it in D3D?
 

Rand

Lifer
Oct 11, 1999
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Personally I can't stand Quincunx, I'd prefer no AA over Quincunx. The blur filter applied on top of the multi-sampled algorithm just kills image quality IMHO.
 

VSEKH

Member
Jun 10, 2002
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I can't stand Quincunx either. I either use 2x or 4x FSAA. The picture quality is much better. Quincunx came out to improve performance, but I would hate to lose picture quality over performance.
 

BlvdKing

Golden Member
Jun 7, 2000
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It's not so bad once anisotropic filtering is enabled. The new 29.42 drivers are optimized so that the FPS don't take such a big hit with it on.

EDIT: I also play with a Level of Detail (LOD) of -.5 or -1 to sharpen things a bit more as well. In the end it's probably still faster than 2x FSAA.
 

spanky

Lifer
Jun 19, 2001
25,716
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quincunx is supposed to have the quality of 4x AA without the performance loss. i have quincunx enabled and 8x anisotrophic filtering enabled on my gf3. it's pretty good.
 

BFG10K

Lifer
Aug 14, 2000
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I know you can enable anisotropic in OpenGL but how do you control it in D3D?
You need a utility like RivaTuner to force it in games that don't support it.

Personally I can't stand Quincunx, I'd prefer no AA over Quincunx.
Personally I don't use any form of FSAA, regardless of the board or the vendor. It's high resolution all the way for me, except in cases when I've got no choice (eg the game is limited to a low res and can't go any higher). In such a case I'll probably use FSAA x2 for the speed and crank up anisotropic filtering as high as possible to counteract the blurriness.
 

sxr7171

Diamond Member
Jun 21, 2002
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I'm going to get riva tuner then.

I agree that running at a high resolution is much better than runner at a lower resolution with FSAA. The jaggies are almost gone and it just looks a lot cleaner. But you can still tell by the "twinkling" when you look at "far" objects like buildings while walking. I guess everthing is a compromise though.
 

mrman3k

Senior member
Dec 15, 2001
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I use 4XAA because i cannot stand the image deterioration with quincunx. Also in addition to 4X AA I use 8X anisto which makes for some nice images.
 

dude

Diamond Member
Oct 16, 1999
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Originally posted by: BFG10K
I know you can enable anisotropic in OpenGL but how do you control it in D3D?
You need a utility like RivaTuner to force it in games that don't support it.
Personally I can't stand Quincunx, I'd prefer no AA over Quincunx.
.

Ok, so How do you enable it? I couldn't find the option ???

Plus, what is the 4xS AA option? It says for D3D only.
 

BlvdKing

Golden Member
Jun 7, 2000
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Originally posted by: Gonad the Barbarian
I actually prefer quincunx. One person's blur is another person's smooth I guess.

I completely agree with this statement. To me Quincunx make the image smoother, but I also like to make the textures a bit sharper with some anisotropic filtering.

 

HardwareAddicted

Golden Member
Apr 5, 2000
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Ok, so How do you enable it? I couldn't find the option ???

I found it under D3D, under "textures"....look for the drop down box.

I'm not so sure about 4xS AA option option.... maybe someone else can answer that one. :)

~ H-A
 

dude

Diamond Member
Oct 16, 1999
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Originally posted by: HardwareAddicted
Ok, so How do you enable it? I couldn't find the option ???
I found it under D3D, under "textures"....look for the drop down box. I'm not so sure about 4xS AA option option.... maybe someone else can answer that one. :) ~ H-A

Hm... I don't see this option in the Display Properties nor in RivaTuner. Ok, enough with the hard way, what registry key do I have to add or edit? :)
 

BFG10K

Lifer
Aug 14, 2000
22,709
3,005
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But you can still tell by the "twinkling" when you look at "far" objects like buildings while walking. I guess everthing is a compromise though.
Well that depends on just how you go. Sure you might see twinkling at 1600 x 1200 but it'd probably be gone at 2048 x 1536.

High resolution is the only true cure for the associated rendering errors produced from transfering information from world coordinates to screen coordinates.

Ok, so How do you enable it? I couldn't find the option ??
It's in the Direct3D section under the textures section.
 

HardwareAddicted

Golden Member
Apr 5, 2000
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Originally posted by: dude
Originally posted by: HardwareAddicted
Ok, so How do you enable it? I couldn't find the option ???
I found it under D3D, under "textures"....look for the drop down box. I'm not so sure about 4xS AA option option.... maybe someone else can answer that one. :) ~ H-A

Hm... I don't see this option in the Display Properties nor in RivaTuner. Ok, enough with the hard way, what registry key do I have to add or edit? :)

DudeIt's in RivaTuner...."Main" tab....look under "Driver Settings"....left click on "Customize" (small little box to the right of the "Customize" text)
You will see 5 icons.... left click on the second one (D3D) and the 6th tab is "Textures"
After you open that, you will see it at the bottom of this window....Texture filter settings / Degree of anisotropy.... this is the drop down box I was refering to.

I hope this gets you what you wanted.... LMK if you have any further troubles.

~ H-A :)
 

dude

Diamond Member
Oct 16, 1999
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Thanks again, Addict!

For all that need to know, it's in the main window, or the first tab. Click on those stupid triangles that are facing a 4:00 position that are in a square box. :confused:
 

sxr7171

Diamond Member
Jun 21, 2002
5,079
40
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Originally posted by: BFG10K
But you can still tell by the "twinkling" when you look at "far" objects like buildings while walking. I guess everthing is a compromise though.
Well that depends on just how you go. Sure you might see twinkling at 1600 x 1200 but it'd probably be gone at 2048 x 1536.

High resolution is the only true cure for the associated rendering errors produced from transfering information from world coordinates to screen coordinates.

Ok, so How do you enable it? I couldn't find the option ??
It's in the Direct3D section under the textures section.

On the "twinkling" issue, I noticed that when you have Mip-Map LOD maxed out to 3.0 (using GeForce tweaker or similar utility) and enable 64-tap anisotropic filtering, and 4xS AA (4xS is supposed to be even higher quality than 4x, but I don't know the details as to why) the "twinkles" are gone. However these settings cause GTA3 to run at 5-7 fps. I think that Mip-Map LOD and anisotropic filtering play a large part in reducing that "twinkling" at least at lower resolutions (1280x1024). I haven't ever tried 2048x1536 since my FP can't support it. I'd like to see what it looks like, but it may also need high anisotropic filtering settings to get that pristine "twinkle-free" look.