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Kingdom of Amalur - Forcing AA for Radeon Cards (Solved - Weird Solution)
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Bat_Zonko
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Default Kingdom of Amalur - Forcing AA for Radeon Cards (Solved - Weird Solution) - 04-29-2012, 20:44 | posts: 87

*SOLVED* See my follow up post

I thought this forum would be better since this is purely a AMD question.

This is with the 12.4 WHQL and the Beta 8.97s

Has anyone been able to force AA in this game? I have forced it through Radeon Pro and through CCC and cannot notice it doing anything.

Not that there is a lot of Aliasing in the game to begin with, but there is some.

Just to make sure, I lowered my resolution to 1360x768 from my normal 1920x1080. Picked a point in Diddenhall <sic> in front of the Crafting Hall with all the crates (most jaggies).

I tried forcing it through both the CCC and with RadeonPro (matching settings in both applications).
I disabled CCC and just used RadeonPro (and vice versa).
I disabled the CatalystAI flag in the drivers. I enabled the CatalystAI in the drivers.
I tried without FXAA Injector running. Without Afteburner running. Without the ToMMTi triple-buffering program running.

Basically, just about every configuration I can think of. And in all, it appears that it just won't work.

I am left thinking that AMD disabled AA at a driver level for this game.
Didn't they have a specific note about fixing the forcing of AA in this game as part of a driver release?

It acts just like Need For Speed Hot Pursuit does. The only driver with that game that I can force AA with is the 10.0e (which unfortunately does not work with the 7000s series, and really sucks).

Does anyone have a trick to get this to work? Or am I missing something obvious. Now that I have been tinkering with KoA and the AA settings, I cannot *stop* seeing little jaggies all over the place

Bats

Last edited by Bat_Zonko; 04-30-2012 at 01:17.
   
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Bat_Zonko
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Default 04-30-2012, 01:11 | posts: 87

Huh, how about that.
I Found a way to force it and I don't know why this would work.

Anyway, when I was trying older driver configurations with Radeon Pro I just for the heck of it set the "AA Profile" under the Tweak Tab to "Force SingleGPU".

And it works. Running the 8.97 Betas, if I set in RadeonPro my KoA profile to be Force SingleGPU it allows me to use the AA in the game. Does a nice job cleaning up the fuzzy edges on some crates and tables.

At 8xEq Adaptive is does drop my framerate down to 43 at some points in Ettinmere. Also seems to effect the bazillion shader effects the game applies also. Nothing bad, seems to lessen the excess bloomy edge on a lot of textures.

Wonder why that would work. The Single GPU setting is not a reg toggle. I haven't played much with the Compat profiles and truthfully do not understand how they are implemented.

I would like to. Anyone care to give quick run down on them, or point me to informative link.

Bats
   
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Default 04-30-2012, 03:03 | posts: 89

Good to know. Thanks for the info! I recall forcing AA when I played it a couple months ago, but didn't think the trade-off in performance was worth it. I was able to force AA through RadeonPro without any special profiles, though. I wonder what changed.
   
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Bat_Zonko
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Default 04-30-2012, 03:37 | posts: 87

I don't know. I think kn00tcn had a post where he/she went through the new releases and there where some entries concerning Reckoning.

Could be something is messed up with my driver install. Though it was a clean install with no other problems in any other game or bench. So far, Reckoning was the only one giving me problems.

I also remember forcing AA with the 12.1/2? era drivers and it working. Which was why I was bugged that I couldn't anymore.

I also have some interesting texture filtering going one with Adaptive AA with the new drivers. Need to find a good image host and I'm going to create a new post with the screenshots.

Bats
   
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kn00tcn
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Default 05-01-2012, 04:03 | posts: 1,531 | Location: Toronto

KOA has <value Property="ForcedAA">False</value> in the CAP

modify the CAP (no idea how much of these settings are stored at the driver level) or force a different game profile to get AA, which would affect CF or any other bug fixes to the game

nfshp had forced AA disabled cuz that broke the gfx, something about signs going through trees, i assume a similar reason is what happened to KOA

what's wrong with using injectors for AA? game has no settings either?
   
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Bat_Zonko
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Default 05-01-2012, 05:52 | posts: 87

The game has almost no settings for the graphics. Better then most ports, but they are very basic. Shaders On/Off, Shadows Bad/Good/Better, Anisotropic Filtering.

No AA at all.

I do use the FXAA Injector with it and it does a nice job. But I use that more for pallette, gamma, and sharpening.I don't care much for the texture detail I lose if I dial up the actual FXAA settings.

I find that setting it the highest quality/precision and then setting the blur, contrast, and darkness to pretty much the minium values I can clean up a nice amount of sparkly shader aliasing that way without much, if any, blurring. But at that setting it doesn't really do much anti-aliasing overall.

In NFS I thought they disabled the AA because it made the game run like a dog more then anything else. With all the shader effects MSAA killed the performance. Probably didn't play nice the shaders either.

However, using the 10.10e drivers with my 6950 card I never had a problem with the graphics and at 4xAA didn't drop the framerate below 60fps. All well, FXAA and/or SMAA in that game does a good enough job, just doesn't really touch the cars.

Speaking of modifying the CAP, is there a decent thread on that I could use a tutorial?

Bats
   
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kn00tcn
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Default 05-01-2012, 21:42 | posts: 1,531 | Location: Toronto

no tutorial, you'd have to play with atiapfxx.exe to generate the XML then convert it back to BLB, i guess reboot after that

for the injectors... i wonder if you can add another shader on top of the precision one you have now

for nfshp, someone was posting screenshots of what happens when MSAA was forced, it wasnt game breaking but it was there
   
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Bat_Zonko
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Default 05-02-2012, 01:48 | posts: 87

Thanks, I try to play with it.

I don't know if you can string the shaders together in one package. Well, the ENB injector allows you to piggy back the FXAA on top of its shaders. But I don't use it (even with my tweaking fetish, that program gives me headaches).

I did replace the normal sharpening effect in the FXAA injector with the one CeeJay.dk posted in the Nvidia FXAA thread. It is IMHO much better then the normal one.

As far as running say another high precision FXAA process after the normal FXAA Injector routine. I dunno. I suppose it is a matter of chaining the shader calls together properly in the hlsl/fx file. Probably isn't that simple and doesn't work that well or someone would have created "SuperUberFXAA BF3 Routine!!!!"

I've been mucking with all the CCC settings and registry entries and think I have a decent handle on what setting effects what value now. I'm also pretty sure after looking at my findings that I know what was causing that bizarro texture effect in KoA I was having (RadeonPro sets the AdaptiveAA type value to something out of the oridinary).

Bats
   
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