HBAO+ Compatibility Flags Thread

Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by MrBonk, Mar 3, 2014.

  1. MrBonk

    MrBonk Guest

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    People when you are saying a flag doesn't work with FO4 and others are. It's worth noting to say what resolution/AR you are using.
     
  2. signex

    signex Ancient Guru

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    Worked for me, but cause of the bleeding i reverted back to the horrible in-game SSAO.

    Didn't even had that issue that it flickered on or off on angles.
     
  3. GuruKnight

    GuruKnight Guest

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    Screenshot comparisons, full ingame settings and .ini tweaks and so on.
    Otherwise this discussion is pointless.
     
  4. signex

    signex Ancient Guru

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    Just 1080p, but what do you mean by AR?
     

  5. Dreadmoth

    Dreadmoth Member

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    Added some info + screenshots to my earlier post, might as well put it here as well:

    GTX770, 358.91 drivers, 1920x1080, Windows 7 64-bit.
    All settings on Ultra except motion blur, FoV 100, no other .ini tweaks.

    Sorry for the aliasing (testing if TAA was breaking HBAO+, it wasn't) and FRAPS counter:

    No AO: http://i.imgur.com/FrGNfpP.jpg (using LotF flag, but broken angle)
    0x00140000 (Lords of the Fallen): http://i.imgur.com/r3KVFHG.jpg (working angle)

    -----
    EDIT: Tested more areas - seems to work pretty reliably outside Vault 111, but fog/water bleed-through is worse than I originally thought.
    More screenshots:

    0x00140000 water bleeding: http://i.imgur.com/5lX5v8l.png

    A set of comparison pics:

    No AO: http://i.imgur.com/fPssWJG.jpg
    In-game SSAO: http://i.imgur.com/6QD0TyQ.jpg
    0x00140000 HBAO+: http://i.imgur.com/gAf5ID0.jpg
    SSAO and 0x00140000 HBAO+: http://i.imgur.com/XGhpSzs.jpg

    Aspect Ratio
     
    Last edited: Nov 24, 2015
  6. helder

    helder Guest

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    0x00060000 also appears to work for Fallout 4. I have Nvidia AA set to override in addition to an injected shader, so I haven't tested on default settings, yet.
     
  7. kolatores

    kolatores Guest

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    Last edited: Nov 13, 2015
  8. MrBonk

    MrBonk Guest

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    FO4 seems a mess on all fronts.
     
  9. GuruKnight

    GuruKnight Guest

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    - no decent AA implementation
    - terrible SSAO
    - no official SLI support
    - no proper multi-monitor or 21:9 support

    And the list goes on and on.
    What a disappointment IMO.
     
  10. robgrab

    robgrab Guest

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    I have a 21:9 monitor (LG 29EA93) and I don't even get a list of resolutions to choose from in the pulldown list under Options. I have to manually edit the .ini files. I've had to do this in every Bethesda game. They really need to get with the times.
     

  11. DirtyDan

    DirtyDan Guest

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    the metal gear V flag works

    0x00180000

    it flickers
     
  12. Wanny

    Wanny Guest

    The best TXAA we got in a while tbh.
     
  13. dr_rus

    dr_rus Ancient Guru

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    TAA is not TXAA.
     
  14. helder

    helder Guest

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    Is there any explanation for TAA vs TXAA? Did anybody from Bethesda clarify their TAA implementation? I'm trying to find more info on this, and I don't see much.
     
  15. OrdinaryOregano

    OrdinaryOregano Guest

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    TXAA is Nvidia's algorithm/method of Temporal AA, plus it goes for the 'cinematic' look meaning like how they do movie visuals - no fine grain details, high and low frequency details are brought to an average value where none of them will particularly 'catch' your attention. This is my understanding atleast.

    Not sure what kind of TAA FO4 is using but I've been seeing TAA in quite a few games recently, Rainbow 6 had it too and Battlefront.

    And there's also SMAA with temporal filter that a few games have used, most recently Black Ops 3.
     
    Last edited: Nov 15, 2015

  16. dr_rus

    dr_rus Ancient Guru

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    TXAA uses temporal accumulation over MSAA, you need to have MSAA operational in a game to be able to even implement TXAA. It's somewhat reminiscent of MFAA in this regard as this one is running on top of MSAA as well.

    TAA uses temporal accumulation without MSAA and as such is prone to produce more blurring / ghosting than TXAA does and the overall AA is usually worse as well.

    I don't know the details of TAA implementation in FO4 but I doubt that it's much different from SMAA T2x mode.
     
  17. helder

    helder Guest

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    Thanks for the info, I didn't know the specifics about TXAA as temporal+MSAA.

    I don't know why Bethesda didn't add TXAA as an option as well, but maybe they didn't want to play favorites.
     
  18. BananaRepublik

    BananaRepublik Member Guru

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    AFAIK, the engine doesn't support MSAA, which is needed for TXAA.
     
  19. CK the Greek

    CK the Greek Maha Guru

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    Actually their TAA is almost the same of what we would expect from MSAAx2+TXAA and a bit better/stronger due to the fact that when moving shimmering/aliasing of objects is pretty much covered and antialiased. (they use a smoothly blur,like a temporal filter yet strong enough to do the job without too much losing any detail). Good thing is that it's cheap on perormance too.
     
  20. roxahris

    roxahris Guest

    Does it have to be MSAA to be decent? F4's temporal AA is very decent on my system - no ghosting, no artefacts, far better coverage than FXAA, and even properly covers specular effects.

    I'm also getting on/off bugs with the LOTF flag. Wish they'd included HBAO properly...
     

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