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  (#251)
MfA
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Default 05-30-2012, 10:17 | posts: 970 | Location: Istanbul

Quote:
Originally Posted by Prophet View Post
http://img.techpowerup.org/120530/nvidia_20120530_111534.png
your inspector is messed up.. click the blue text at right bottom of the screen and repair it.. after doing that it's easy idiot proof..
   
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  (#252)
Shadowdane
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Default 06-02-2012, 19:36 | posts: 646 | Location: Virginia

Dunno if anyone has posted AA bits for Batman: AC, got a setting that works great for DX9 mode. Couldn't find anything that works for DX11.

Batman: Arkham City (DX9) - 0x004040C1



In-game Pic (click for 1080p pic)
   
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  (#253)
Darren Hodgson
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Default 06-02-2012, 22:37 | posts: 9,682 | Location: England

Does anyone have a working AA flag for Mad Racers (from the same developers, Techland, who also did Nail'd) please? I've duplicated the Nail'd profile to get SLI working and it includes a AA compatibility flag, 0x000D12C5, but it doesn't appear to be working.

I did get forced AA to work with 4xMSAA + 4xTrSGSSAA but it has visual glitches.
   
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  (#254)
The Sleeper
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Default 06-03-2012, 11:05 | posts: 601 | Location: Denmark

Quote:
Originally Posted by Shadowdane View Post
Dunno if anyone has posted AA bits for Batman: AC, got a setting that works great for DX9 mode. Couldn't find anything that works for DX11.

Batman: Arkham City (DX9) - 0x004040C1



In-game Pic (click for 1080p pic)
0x000000C1 also works when enhancing the the application.

4 x SMAA and 4 x SGSSAA
   
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  (#255)
GanjaStar
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Default 06-04-2012, 19:32 | posts: 481 | Location: Zagreb,Croatia

I just started playing roboblitz, and most U3 flags would give me a black screen.

0x08020205 (Wheelman)

that one works.

also works well paired up with SMAA injector

please add it to the guide.
   
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  (#256)
syklonis
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Default 06-09-2012, 01:54 | posts: 51

Found a pretty good working flag for Guild Wars 2. I set mine to 4X and its working nicely.

Edit---0x00401240 seems to work a bit better than 0x00401244 after some testing.

Last edited by syklonis; 06-09-2012 at 14:09.
   
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  (#257)
Shadowdane
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Default 06-09-2012, 04:28 | posts: 646 | Location: Virginia

Any AA gurus around that have Trackmania 2: Canyon?

I got AA working but I can't get rid of this border that shows up where the sky meets the ground. Anyone want to take a stab at this?

This is what I have so far:
Antialiasing Compatibility: 0x004032C5
SLI Compatibility Bits: 0x00700045



I really want to get AA working properly in this game, I'd love to get rid of FXAA!!
   
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  (#258)
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Default 06-15-2012, 17:04 | posts: 114

spec ops the line aa flag?
   
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  (#259)
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Default 06-15-2012, 23:17 | posts: 444

it's a UE3 game, so try UE3 flags from different games. Try no Bits at all too.

As well Downsampling may be a good option
   
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  (#260)
bloodindark
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Default 06-16-2012, 01:00 | posts: 114

i tried u3 aa flags but none worked with sgsaa
   
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  (#261)
MrBonk
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Default 06-16-2012, 01:27 | posts: 444

Oh well, it may be like Tribes:Ascend where basically nothing works.

Keep trying though
   
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  (#262)
Darren Hodgson
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Default 06-16-2012, 09:36 | posts: 9,682 | Location: England

The Spec Ops: The Line profile doesn't contain the SpecOpsTheLine.exe executable in the v302.80 drivers I'm using to test the demo with so check that if you're trying different AA flags. Obviously if the executable isn't there then forcing AA is not going to work.

I've tried 0x000100C5, 0x081000C5 and 0x00000045 and all I get is severe flickering on the title screen when trying to force 8xMSAA and if I wait long enough then all the buildings turn black! It's more than a bit pathetic that a game released in 2012 doesn't have any anti-aliasing at all, particularly when FXAA can very easily be added to it. Forcing FXAA via the game profile works but that's not the point, the game should also support it so it doesn't blur the text and overlays.
   
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  (#263)
Darren Hodgson
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Default 06-16-2012, 09:40 | posts: 9,682 | Location: England

P.S. I read that NVIDIA were dropping support for forced anti-aliasing in Unreal Engine 3 games so that might explain why the flags aren't working with Spec Ops: The Line. Looks like you'll have to use driver FXAA (which works fine) or use an SMAA Injector.
   
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  (#264)
BababooeyHTJ
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Default 06-17-2012, 02:45 | posts: 132

Does anyone have any ideas on something to try with Krater?
   
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  (#265)
Cyberdyne
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Default 06-17-2012, 03:05 | posts: 1,271 | Location: USA, Pennsylvania

This is just a shot in the dark here, but Fatshark in the past used the Diesel engine, so here are some flags used on other Diesel engine games.

0x00401241 ; 0x004412C1 ; 0x004032C1 ; 0x004012C1 ; 0x004030C1 ; 0x00421041 ; 0x004110C1

Also try no flag, bunch of 0's.

I don't have the game, and I could not find the engine used, so there ya go. Did some work for you.
Have fun, and let me know if any work lol.
   
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  (#266)
MrBonk
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Default 06-17-2012, 03:36 | posts: 444

Quote:
Originally Posted by Darren Hodgson View Post
P.S. I read that NVIDIA were dropping support for forced anti-aliasing in Unreal Engine 3 games so that might explain why the flags aren't working with Spec Ops: The Line. Looks like you'll have to use driver FXAA (which works fine) or use an SMAA Injector.
You could always add the .exe to the profile couldn't you?

That's how I got AA to work in Syndicate.(Which weirdly still works after I removed the .bin and .bin.exe from the profiles even though it didn't before for me. Syndicate runs as a .bin when you play it.)


But yeah it's dumb that AA gets so little support and love that it deserves these days as if it's a non factor when truly AA can make IQ skyrocket.
 Click to show spoiler



Binary Domain again downsampled w/FXAA from 2732x1536 to 1600x900

Compared to the console versions
 Click to show spoiler


Last edited by MrBonk; 06-17-2012 at 03:48.
   
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  (#267)
BababooeyHTJ
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Default 06-17-2012, 15:30 | posts: 132

Quote:
Originally Posted by Cyberdyne View Post
This is just a shot in the dark here, but Fatshark in the past used the Diesel engine, so here are some flags used on other Diesel engine games.

0x00401241 ; 0x004412C1 ; 0x004032C1 ; 0x004012C1 ; 0x004030C1 ; 0x00421041 ; 0x004110C1

Also try no flag, bunch of 0's.

I don't have the game, and I could not find the engine used, so there ya go. Did some work for you.
Have fun, and let me know if any work lol.
Thanks a ton for the help. I couldn't find out for sure which engine that this game uses either.

I tried the flags and nothing really worked out for me, sadly.

edit: Apparently it uses the Bitsquid engine.

Last edited by BababooeyHTJ; 06-17-2012 at 15:51.
   
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  (#268)
KayJay
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Default 06-18-2012, 04:08 | posts: 6

Please add Sonic the Hedgehog 4 Episode I & II - 0x000012C1


Sonic the Hedgehog 4 Episode I
@1280x720p with modded Sonic Texture, without forced AA (Default):
 Click to show spoiler



Sonic the Hedgehog 4 Episode I
@1280x720p with modded Sonic Texture with 8xMSAA+8xSGSSAA (Nvidia Inspector):
 Click to show spoiler



Sonic the Hedgehog 4 Episode II
@1920x1080p without forced AA (Default):
 Click to show spoiler



Sonic the Hedgehog 4 Episode II
@1920x1080p with 8xMSAA+8xSGSSAA (Nvidia Inspector):
 Click to show spoiler



Important: Forcing AA in Episode I only works at 1280x720 Resolution.

Last edited by KayJay; 06-19-2012 at 18:38.
   
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  (#269)
GanjaStar
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Default 06-18-2012, 04:19 | posts: 481 | Location: Zagreb,Croatia

Quote:
Originally Posted by Cyberdyne View Post
This is just a shot in the dark here, but Fatshark in the past used the Diesel engine, so here are some flags used on other Diesel engine games.
its a dx 10/11 engine so unless any of the known few dx 10 flags in nv inpector work, nothing will.
   
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  (#270)
Cyberdyne
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Default 06-18-2012, 05:43 | posts: 1,271 | Location: USA, Pennsylvania

Diesel, no. Bitsquid, yes. I just took a guess at the engine. I mean, like I said...
lol, all those flags come from games in the OP that use the Diesel engine, not random numbers I pulled out of my arse if that is what you meant.
   
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  (#271)
MrBonk
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Default 06-18-2012, 05:44 | posts: 444

Quote:
Originally Posted by KayJay View Post
Please add Sonic the Hedgehog 4 Episode I & II - 0x000012C1


Sonic the Hedgehog 4 Episode I
@1280x720p with modded Sonic Texture, without forced AA (Default):
 Click to show spoiler



Sonic the Hedgehog 4 Episode I
@1280x720p with modded Sonic Texture with 8xMSAA+8xSGSSAA (Nvidia Inspector):
 Click to show spoiler



Sonic the Hedgehog 4 Episode II
@1920x1080p without forced AA (Default):
 Click to show spoiler



Sonic the Hedgehog 4 Episode II
@1920x1080p with 8xMSAA+8xSGSSAA (Nvidia Inspector):
 Click to show spoiler



Important: Forcing AA in Episode I only works at 1280x720 Resolution.
Good work, but uh with EP1 is it just me or did AA break the backgrounds?
There seems to be seams that weren't visible before AA
 Click to show spoiler

   
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  (#272)
KayJay
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Default 06-18-2012, 06:27 | posts: 6

Quote:
Originally Posted by MrBonk View Post
Good work, but uh with EP1 is it just me or did AA break the backgrounds?
There seems to be seams that weren't visible before AA
 Click to show spoiler
They look like this by default. Look at the first picture without AA.
   
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  (#273)
Darren Hodgson
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Default 06-18-2012, 08:17 | posts: 9,682 | Location: England

I'm playing L.A. Noire at the moment and have noticed that the DX9 AA compat flag has been updated (I think) by NVIDIA to 0x00401044. There is unfortunately no flag for DX11.

Forced SLI 8x AA + SLI 4x TrSSAA looks absolutely terrific under DX9 even with the ingame FXAA left enabled (SLI support is otherwise disabled by NVIDIA for this game anyway) but those same settings do not work under DX11, which is a shame as performance is supposed to be better. Also the forced AA *only* works with 16:9 resolutions like 1920x1080 and does *not* work at 1920x1200 (not a big deal anyway as the game is letterboxed 16:9 anyway even at 1920x1200).

Does anyone know of a way to force AA for DX11? I've tried SMAA and even FXAA outside the game but it still looks too poor, especially on cars, IMO compared with MSAA/TrSSAA?
   
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  (#274)
VultureX
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Default 06-18-2012, 12:35 | posts: 2,022 | Location: Netherlands

Quote:
Originally Posted by Darren Hodgson View Post
I'm playing L.A. Noire at the moment and have noticed that the DX9 AA compat flag has been updated (I think) by NVIDIA to 0x00401044. There is unfortunately no flag for DX11.

Forced SLI 8x AA + SLI 4x TrSSAA looks absolutely terrific under DX9 even with the ingame FXAA left enabled (SLI support is otherwise disabled by NVIDIA for this game anyway) but those same settings do not work under DX11, which is a shame as performance is supposed to be better. Also the forced AA *only* works with 16:9 resolutions like 1920x1080 and does *not* work at 1920x1200 (not a big deal anyway as the game is letterboxed 16:9 anyway even at 1920x1200).

Does anyone know of a way to force AA for DX11? I've tried SMAA and even FXAA outside the game but it still looks too poor, especially on cars, IMO compared with MSAA/TrSSAA?
Good question. I'd like to change the 4xMSAA of Metro2033 to 2xMSAA, because I do not have enough vRAM. Is it possible?
   
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  (#275)
BeeJAyP
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Default 06-18-2012, 15:58 | posts: 41 | Location: Australia

The new LA Noire AA flag is pretty good, quality is much better than the previous flags, however there is a permanent soft shadowy vertical line down the left half of the screen, this was there with the previous flags as well. I also experienced odd shadow artifacts on the ground in one specific mission, I haven't experienced them since though.
   
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