TimothyLottes
Junior Member
That could easily be because the game is CPU bound with no AA (or GPU/CPU sync limited even if the CPU isn't loaded). Here is the math: 4xRGSSAA = 4x the pixel shading as no-AA. Double the pixel area = 2x the pixel shading (OGSSAA). 4xMSAA is base line 1x the area with no edges, then perhaps up to 0.25x to 0.5x more samples. So if you take 4xMSAA at 1.5x the amount of shaded samples compared to no-AA, then double the area you are at 3x vs 4x with 4xRGSSAA. One other factor on top of that is that increasing area via OGSSAA is more efficient on the GPU compared to RGSSAA due to how the super-sampling works in the pixel shader with MSAA.I'm a bit confused by those calculations. I very often play with 4xSGSSAA and it usually carries a performance hit of about 50% vs. no AA. Meaning, if I have 100fps without any AA, I have 50fps with 4xSG.
Better down-sampling filter in on my list, but some might not like it as it would increase the amount of filtering (vs just point sampling as currently done). I've found that Kepler isn't allowing me to do custom resolutions over 2560x. So I've been intending to file a bug on that, BTW when I get the time. However I've never seen the red-screen from down-sampling.Do you think it would be possible to get a more effective down-sampling filter for this hack? Also, there is a bug that prevents 3840x2160 on Kepler cards (red screen bug). Maybe there could be something done about that? Sorry to be a little OT, but it was too tempting after your very appreciated comment 🙂