- Nov 1, 2011
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The problem is that even tough a game may support real MSAA natively, the antialiasing effect may be very poor in general or on some types of objects. Max Payne 3 is a good example - it looks horrible with MSAA.
That's not exactly true. A good number of games since the start of the DX11 era does support hardware AA, although some require compatibility to be enabled for it. It's only games that utilize a certain type of deferred rendering that AA is incompatible, even with tweaked AA bits. This is an issue only with the DX9 API. DX11 natively supports hardware AA, even in games with deferred rendering. Battlefield Bad Company 2 and Metro 2033 are two great examples of early DX11 games that has MSAA support when in DX11 mode, but no hardware AA support when in DX9.
This is partly true. Games that have FXAA/MLAA coded into the engine directly are rare. I can probably count the games with in game FXAA/MLAA options with just two hands. Likelihood is that you'll end up using an injector or adjusting driver settings to enable it. However, while one part of post-AA's existence is to offer an AA "solution" to games that don't have a hardware AA support, even when setting compatibility bits, there is a much larger reason behind the innovation of post-AA. The biggest benefit to post-AA is that it's far less computationally expensive to run than hardware AA, and is generally intended for low spec systems. In fact, MLAA first made its appearance in console games before AMD ever opened it to the PC market.
The driver can pretty much do anything, it's just a question of performance and per-game development effort.Is there much that Nvidia can do about it? Do AAbits even work on post process stuff?
Actually nVidia has a history of adding stuff back in when enough people complain. Back in 2006/2007 we got combined mode AA on the G80 series, for example. Also auto-LOD, improved AF and SGSSAA.As many of you know, corporations generally ignore online petitions.![]()
Is there much that Nvidia can do about it? Do AAbits even work on post process stuff?
I did not say no games have supported AA since DX11 came about. I said more and more games do not support it. There is a big difference. If you look outside the AAA titles, most newer games do not seem to support it natively. I'm not even say it is directly related to Dx11 either, only their time lines have matched up.
This. You think they're screwing people over deliberately?
Seriously? Jaggies bother you that much? Kids these days. You kids haven't seen real jaggies. Let me tell you, back in my day the jaggies were so big that they were planned into the design of monsters and levels and that's how we liked it.
MSAA and SSAA don't work with deferred rendering, which is why you can't force it. If post processing effects are adding or otherwise working on things requiring anti aliasing then the anti aliasing must be applied after the image is done. Which is how we got FXAA and such to begin with. But FXAA requires specific game support to be implemented.
Given that the current situation and its impact there really isn't a simple solution to the problem. SMAA is about the only thing I know that could be force into pretty much any game and that already works with injection and you can use that today. But you can't force NVidia to provide a mechanism to do SSAA or MSAA at all, its simply not possible to do it.
MSAA and SSAA don't work with deferred rendering, which is why you can't force it. If post processing effects are adding or otherwise working on things requiring anti aliasing then the anti aliasing must be applied after the image is done. Which is how we got FXAA and such to begin with. But FXAA requires specific game support to be implemented.
Given that the current situation and its impact there really isn't a simple solution to the problem. SMAA is about the only thing I know that could be force into pretty much any game and that already works with injection and you can use that today. But you can't force NVidia to provide a mechanism to do SSAA or MSAA at all, its simply not possible to do it.
They do work but not by default (i.e. you can't just force it externally and assume a standard rendering pipeline). Either the game developer or the IHV needs to put in extra steps, but it will work once that's done.MSAA and SSAA don't work with deferred rendering, which is why you can't force it.
https://forums.geforce.com/default/...liasing-driver-profiles/post/3891774/#3891774Yes. I'm working on it. If you guys can just keep on posting why this is important to you, it will help out a lot. Our preference is for in game menus to provide fully advanced AA modes but we understand that doesn't always work out.
Why not just downsample? At least Nvidia makes it easy for their customers to downsample. With this AMD card, i have to roll back to 12.11 driver to add my resolutions, and then update to 13.3 to use them. Cant use any newer driver yet... kinda lame.
Nvidia is as simple as adding the resolution....
Because it's not a rotated grid sampling pattern.Why not just downsample?
