AA in Skyrim

Elfear

Diamond Member
May 30, 2004
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This is kind of a noob question but how do you go about getting Adaptive AA to work with MSAA in Skyrim? This question was prompted by the recent [H] Skyrim article that explained all of the AA modes you could use.

In CCC, under the AA mode, it lists three options:

1) Use Application Settings
2) Enhance Application Settings
3) Override Application Settings

I'm assuming that if I want 8xMSAA and 8xAAA, I should set the in-game AA to 8xAA, CCC AA mode to option #1, and further down in the CCC options set the AA mode to Adaptive Multi-sample. Or would I use option #3 and control everything from CCC.

Also, if I wanted to throw some EQAA in there, how would I add that to MSAA and AAA?
 

d3fu5i0n

Senior member
Feb 15, 2011
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I'm unsure if EQAA functions correctly with Adaptive-AA.
But if it does and you want to control the AA from the game.
Use 'Enhance' for the AA type, the AA mode slider to Adaptive and the in-game AA to 8x.

Do take note that I have no experience with Skyrim, so just see if it works. (Since I have no experience because of it, just take my idea with a 'pinch of salt').
Have there been issues with external injection of AA?
 

Elfear

Diamond Member
May 30, 2004
7,163
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I'm unsure if EQAA functions correctly with Adaptive-AA.
But if it does and you want to control the AA from the game.
Use 'Enhance' for the AA type, the AA mode slider to Adaptive and the in-game AA to 8x.

Do take note that I have no experience with Skyrim, so just see if it works. (Since I have no experience because of it, just take my idea with a 'pinch of salt').
Have there been issues with external injection of AA?

Currently I'm using "Use Application Settings" with the slider on Adaptive and 8x set in-game. Seems to run fine but I just assumed some of the extra AA effects were more subtle and I wanted to make sure I had it set right. I tried "Enhance Application Settings" with 12xEQ and it was a slide show. To be honest I've never messed around with all the CCC settings before. Usually just set AA in-game and go but since Skyrim allows for more AA options than Stalker or Metro 2033 (being a less demanding title) I thought I'd try some out.

So you're thinking I need to set the drop-down to "Enhance" to get Adaptive AA to work? I'll give it a shot.
 

blackened23

Diamond Member
Jul 26, 2011
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Here's the answer:

If the game natively supports MSAA! Do not choose override, or enhance, simply change your AA mode to Adaptive AA or Super Sample AA. Any game that supports MSAA natively will convert MSAA to AdAA or SSAA.

If the game does NOT natively support MSAA, choose MLAA or EQAA and choose override or enhance application setting. If the game has no AA setting at all, simply click MLAA and it should apply to the game.
 

d3fu5i0n

Senior member
Feb 15, 2011
305
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Here's the answer:

If the game natively supports MSAA! Do not choose override, or enhance, simply change your AA mode to Adaptive AA or Super Sample AA. Any game that supports MSAA natively will convert MSAA to AdAA or SSAA.

If the game does NOT natively support MSAA, choose MLAA or EQAA and choose override or enhance application setting. If the game has no AA setting at all, simply click MLAA and it should apply to the game.

That is true. Apply one thing at a time.
+1 at this.

To improve on what I originally said, do this: Try Adaptive over the top, if you see things such as transparent edges being Anti-Aliased, then that's good. You could try using 'Enhanced' mode as well and see if both work at the same time.
If neither option works, nor the combination [albeit, if neither worked, the combination shouldn't in the first place.], then try and override the game for an MSAA mode, such as 4x, or an EQAA mode, such as 4xEQ [you could also see if Adaptive would work in conjuction with an overrided mode]. If those work - good. If not, try overriding with a post-processing mode, such as MLAA.
 

Elfear

Diamond Member
May 30, 2004
7,163
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Don't mess with it, that game is a joke from a technical standpoint.

But it's so much fun. :D I might as well make it as purty as possible.


Here's the answer:

If the game natively supports MSAA! Do not choose override, or enhance, simply change your AA mode to Adaptive AA or Super Sample AA. Any game that supports MSAA natively will convert MSAA to AdAA or SSAA.

If the game does NOT natively support MSAA, choose MLAA or EQAA and choose override or enhance application setting. If the game has no AA setting at all, simply click MLAA and it should apply to the game.

Perfect. That's just what I needed to know. Thanks for the info.

That is true. Apply one thing at a time.
+1 at this.

To improve on what I originally said, do this: Try Adaptive over the top, if you see things such as transparent edges being Anti-Aliased, then that's good. You could try using 'Enhanced' mode as well and see if both work at the same time.
If neither option works, nor the combination [albeit, if neither worked, the combination shouldn't in the first place.], then try and override the game for an MSAA mode, such as 4x, or an EQAA mode, such as 4xEQ [you could also see if Adaptive would work in conjuction with an overrided mode]. If those work - good. If not, try overriding with a post-processing mode, such as MLAA.

I'll give that a shot and see if I can pick out the differences between the different AA modes. Thanks for the help.

super sample is the best, or you can try fxaa or smaa injectors

I'm using FXAA in conjunction with AAA and 8X in-game. I assumed SSAA would be too much for my card to handle but maybe I'll have to experiment.
 

Tempered81

Diamond Member
Jan 29, 2007
6,374
1
81
Woah, AAA (analytic AA / Adaptive AA) with 8x in-game (assuming this is multi sample) and FXAA??? There shouldn't be any jaggies left! haha. But if there are still on like alpha blends, transparent textures, or areas where bloom or HBAO prevent post AA from working right, SGSSAA would still be awesome visually. I think a 1.4ghz 7970 could hand sgssaa if it works for skyrim.
FXAA is highly customizable via its own tool. SMAA is supposed to be even higher quality, although I havent used it yet.
captureky.png
 

boxleitnerb

Platinum Member
Nov 1, 2011
2,605
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Your card should handle SSAA perfectly. Don't waste your time with this MLAA/SMAA/FXAA crap if you have the horsepower to turn on something real ;)
 

Tempered81

Diamond Member
Jan 29, 2007
6,374
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SMAA isn't crap, it's SSAA + MLAA + MSAA + Temporal + tons of other stuff combined into a single FAST post filter, and is being developed for Next generation engines and consoles and is available today via injector in your favorite game (skyrim in this case). It solves a lot of issues like deferred shading aliasing and many other things. SSAA is the highest quality, but it cant solve every problem.

SMAA is teh future brah, it will likely be built into every ps3/4 xbox 720, wii u, dice and crytek engine in the future.

Watch this: 2:20 IN THE VIDEO
http://vimeo.com/31247769

Read this:
Posted by SMAA author Jorge Jiminez at B3D:

Yes, but depends on the mode:
SMAA 1x is our enhaced MLAA implementation.
SMAA T2x is temporal SSAA 2x + MLAA.
SMAA S2x is MSAA 2x + MLAA.
SMAA 4x is MLAA + TSSAA 2x + MSAA 2x.

We're working on a T4x temporal mode, but it's really hard to eliminate ghosting trails in low framerates with so many previous samples. So I'm not sure if we'll manage to obtain something usable. We'll also do another round of optimizations, there are still some ideas we want to try!

Hi all,

I'm one of the authors of the SMAA paper (Jorge Jimenez). There is a really interesting discussion ongoing here, so I thought it would be fantastic to participate! I'd like to clarify some issues that have been raised in this topic; for the sake of brevety, I won't quote specific comments, but rather talk in a general way.

First of all, we don't claim postprocessing AA to be a superior solution to MSAA or SSAA, because it isn't! The reality is, however, that MSAA or SAAA are too expensive in particular scenarios (see BF3 or Crysis 2). If you measure the cost of CSAA 16xQ in Crysis 1, you won't believe how expensive it can be in some cases (even on modern GPUs).

Actually, the message we wanted to communicate with SMAA is the other way around: postprocessing antialiasing cannot recover real subpixel features, as they have been already destroyed by the sampling process. So, other approaches must to be used to accurately represent subpixel features.

Some time ago, we thought: MSAA is great, but it's expensive, and doesn't work well with deferred engines. It also doesn't have great gradients unless you use high sample counts. On the other hand, postprocessing antialiasing has great gradients and is cheap. And finally, temporal supersampling is able to represent subpixel features and deal with shading aliasing.

So, why not combine them into a single technique? The core idea of SMAA is about how to accurately combine MLAA with temporal SSAA and MSAA. It's not to drop MSAA in favor of MLAA, but to leverage the advantages of very different approaches. We don't claim our technique to be the most accurate out there, as SSAA 16x and CSAA 16xQ will be more accurate, in the general case. However, we think SMAA is a good solution for a today's problem, which in our opinion, gets the quality most people is demanding. It's not an step forward with regards to CSAA or MSAA. However, it's a quality boost in the cases where these techniques can't simply be used.

Supersampling MLAA is not as trivial as it may sound: doing MSAA + FXAA or MSAA + MLAA is not good at all, and gives worse subpixel features than using MSAA alone. In the newest version of the paper (currently submmited to a journal for review), this is explained more clearly. We apologize because current technical paper is not that good at explaining things, and also doesn't show the latest results. In the final version we contextualized better some of our 'claims'. I hope you will understand that current technical paper is WIP work.

Having three different components (morphological, multisampling and temporal supersampling), they backup each other pretty well: when morphological fails because of edge detection or subpixel features, multisampling and supersampling back it up; when MSAA fails because of shader aliasing or gradients, the other two back it up; and finally, when temporal supersampling fails because of very fast motion, the other two back it up. So, the basic idea is to improve the robustness of the each method as the failure cases are covered by the other techniques. By using low sample counts we are avoiding temporal artifacts and performance penalties. Finally, by applying a very very conservative implementation of MLAA, we maintain the image as pristine as possible, so that multi/supersampling can do its work where a morphological approach fails.

Going further, we believe the deferred shading antialiasing problem will stay for a long time, or maybe forever. Supersamplingthe edges 16 times in a deferred engine (for CSAA 16xQ, for example) is probably going to always take a percentage of the resources of a GPU. As GPUs get more powerful, it's likely that more resources will be spent in more advanced shading, which will make this supersampling cost to stay similar over the years. On the other hand, SMAA 4x only requires supersampling 2 times, and the cost of running the morphological component will be lower and lower as GPUs evolve.

Regarding the movie, the scenes are chosen so that they have plenty of subpixel features. SSAA and CSAA 16xQ are shown in the movie as reference, not because our technique achieves that quality. However, we could also select real footage from games where SMAA 4x (or even 1x) would produce the same results as SSAA 16x. It all depends on the game content and style; artistic direction can sometimes hide aliasing artifacts (see the wonderful job done in Starcraft 2).

Quote:
Originally Posted by Andrew Lauritzen
Here's the thing - if you're honestly looking at the quality of the edge gradients on single surfaces you're totally missing the point these days. There have been perfectly acceptable solutions to that for ages. That is what I call the "easy" aliasing.
I'd argue with this; there are a lot of games that are bundled without AA, with blur based AA, or even supersampling the scene because they had no other option. It took years to solve the aliasing problem in deferred engines. So, as of today there are plenty of solutions, but just past year there wasn't so many good options =)

Sorry for this rather long post, hope this will help to better understand the design decisions behind SMAA =)
 

Golgatha

Lifer
Jul 18, 2003
12,392
1,058
126
Posting so I can come back to this post later and tweak the eye candy for this game.
 

Tempered81

Diamond Member
Jan 29, 2007
6,374
1
81
IMO SMAA > FXAA and here is fxaa 4.0 from tim lottes blog. These modern AAs make 500-700 pixel XBox resolutions look good on a 1080p LED


webskyrim1.png

webskyrim2.png


and here it is at 1080
webskyrim1n.png