NVidia Anti-Aliasing Guide (updated)

Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by Cyberdyne, Jan 29, 2012.

  1. Klemc

    Klemc Master Guru

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    About DSR, i activated the setting in "default profile", by NVControlPanel (that installs with driver), does it is enabled for all profiles now, or must it be set for each game ?
     
  2. Terepin

    Terepin Guest

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    SGSSAA in Dead Space 3 sux hard. Even at 8x I see crapload of specular aliasing.
     
  3. Klemc

    Klemc Master Guru

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  4. Tizoc

    Tizoc Active Member

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    I am using the OpenGL bits mentioned in the OP for Soul Reaver 2, while mixing it with dgvoodoo 2 at x8
    I am enhancing it in Inspector and overall it looks smooth at least :3
    Make sure to use piexeto's patch along with the -setup command mentioned here
    https://steamcommunity.com/sharedfiles/filedetails/?id=1916482921

    Disable Fullscreen effects (causes blur if on) and optionally disable FSAA if you want
    [​IMG]

    ....also consider maxing out Gamma if your eyes aren't accustomed to how dark the game looks :X
     

  5. Dreadmoth

    Dreadmoth Member

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    Silverfall: Complete

    The "Multisample Type" setting in the game's configuration tool doesn't appear to work.

    No AA

    0x000000C0
    8xMSAA
    8xSGSSAA

    0x084000C0 (enhances shadows, example: no AA / 8xSGSSAA)
    8xSGSSAA
    32xS + 8xSGSSAA

    Looks like it's CPU-limited (aside from the last image), but adding anti-aliasing seems to impact the frame rate anyway.
    Performance is pretty inconsistent with or without added AA. Micro-stutters when moving the player character around... even just moving the cursor can drop FPS by 20% (tried 125Hz polling rate, no effect).
     
  6. KainXVIII

    KainXVIII Member Guru

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    Maybe DEX using 3d elements or sprites scaling and such things (which are not in The Next Big Thing)
     
  7. Klemc

    Klemc Master Guru

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    But where/when ?!
    Ilooked at thiose videos : Dex Enhanced Edition - Part 1

     
    Last edited: Feb 15, 2021
  8. MrBonk

    MrBonk Guest

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    It's pretty simple.
    If a game has Multi Sampling support of some kind. Whether that's from MSAA or something like SMAAS2x or TXAA, you can use "Enhance Application setting" but the enhanced values need to correspond to the MSAA samples used by the game otherwise the quality suffers and the quality will already be medicore with Enhancing by default.

    For Ogre , CSAA won't work because it does not exist in modern Nvidia GPUs. You wouldn't use CSAA with SGSSAA anyway. Only 2x,4x and 8xQ MSAA modes.
    You are wasting performance for nothing by using 8xSGSSAA if the in game option tops out at 4xMSAA.
    You *CAN* use 8xQ , but that needs to be paired with Transparency SSAA probably to work well. With TRSAA the sample counts don't need to match. But if you are going to use SGSSAA you can't use higher than 2xSGSSAA when using 8xQ because 8xQ uses 2xMSAA. Likewise you need to set 2xMSAA in game.

    As for what you can edit in the game files you need to experiment and take identical A/B comparison shots to really asses objectively if it's working.

    DSR is always global. Not all games will work with it, and some games make act weird with it enabled. Meaning you may need to disable it for some games. (For example: Ys Seven)

    I've never tested this myself but I do remember forcing SGSSAA even in DS1 had some minor issues and it's never guaranteed to work with everything or be issue free so it's not surprising there are issues with DS3. DS2 had issues from what I recall as well.
    You may need to use a hybrid solution instead like combining downsampling with SGSSAA if you have the headroom for it. (I'd start with as high of a resolution you can manage to hit your framerate target +2xSGSSAA as a starting point.)

    That doesn't necessarily mean much, it just means they are using those 2D screen space PPAA techniques to clean up their sloppy scaling of low res 2D assets. From what I can see of footage of that game, they do bad non-integer point scaling of a lot of assets. Which will lead to scaling artifacts and aliasing. SGSSAA would probably do nothing in this case. Though there are examples of games with badly scaled 2D assets where SGSSAA does help. (Phantom Brave, Final Fantasy IV's 3D port are a few I can think of off the top of my head). You'd have to figure out if you can even force SGSSAA with a compatibility flag if it's a DX9 game and really pay attention to see if it helps at all.

    Not every game that can use forced AA can use a hybrid sampling option. You need to look at the document list to see if it's been tested to work with that game. It's often a wasteful option because the quality gain is not there for the extra performance hit. You hit issues with the default driver behavior for resolving off screen AA surfaces where it starts to add aliasing back rather than remove it. It's often a better choice to simply force MSAA/SGSSAA and use DSR to create the same effect but you have control over the level of sharpness you want instead.

    Triple buffer only works on old OpenGL games. Fast Sync is only going to work well with high framerates, something you probably wont' get when forcing AA unless you have a super high end GPU. Even then it can present stuttering issues regular vsync doesn't have.
    ||||||||||||

    Thanks for the AA entries above guys i'll add those to the list.
     
    KainXVIII likes this.
  9. Terepin

    Terepin Guest

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    There's no point using SGSSAA as it provides pretty much the same quality (or lack of thereof) as SMAA, so combing that with downsampling is much better solution (and less costly too).
     
  10. Klemc

    Klemc Master Guru

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    Last edited: Feb 28, 2021

  11. Klemc

    Klemc Master Guru

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    20000 characters is too much ;/

    Unity Engine = 0x004000C1
    DX9

    -

    Agony
    DX10-11
    Impossible without various issues

    Alan Wake & American Nightmare
    OGSSAA
    DX9
    Use "-w" and "-h" launch options in American Nightmare for DSR (e.g. -w3840 -h2160)
    SGSSAA -noblur

    Alice madness returns = 0x000010C1
    SGSSAA,OGSSAA,HSAA
    8xSGSSAA/16xAF
    Désactiver AA en jeu (! flou !)
    Compatible avec SG- / OG-SSAA et hybrides
    Pour 4xSGSSAA, utiliser "0x000010C5" pour éviter le flou.


    Assassin's Creed Brotherhood = 0x000012C1


    Batman: Arkham City = 0x080000C1
    SGSSAA
    DX9


    Batman Arkham Origins = 0x080000C1
    SGSSAA
    DX9 *MUST* disable dynamic shadows
    SGSSAA/HBAO+ bits information


    Borderlands = 0x080000C1
    SGSSAA


    Borderlands 2 = 0x080000C1
    SGSSAA


    Borderlands The Pre-Sequel = 0x080000C1
    SGSSAA, OGSSAA,HSAA
    4xSGSSAA+4xMSAA and 8xSQ are 99% identical--most people won't notice a difference. Although the latter has an average frame rate of 59 frames, while the earlier averages at 89 frames (just sat on main menu for 60 seconds). SGSSAA though has the added blur


    Bulletstorm = 0x080000C1
    SGSSAA


    Castlevania Lords of Shadow = 0x004012C1
    SGSSAA,OGSSAA, HSAA
    Needs AA Fix
    Game needs TF2/AA Fix
    SGSSAA is going to be slightly blurry compared to no AA,OGSSAA and downsampling no matter how you slice it
    This game needs both the bit for MultipleRenderTargets and forcing AA on 32FP textures in order for AA to work at all.
    So the best quality performance you can get is
    0x004012C1: OGSSAA,OGSSAA Hybrid,SGSSAA and MSAA (Though MSAA quality is subpar)


    Castlevania Lords of Shadow 2 = 0x000012C1
    SGSSAA,OGSSAA,HSAA
    AAFix recommended
    SGSSAA, OGSSAA, OGSSAA-Hybrid
    SGSSAA seems to miss some specular things, but you can apply the in-game AA on top of it to help somewhat.
    And it is still a lot better than in-game AA+downsampling temporally.
    In game AA is probably just FXAA

    Castlevania: Lords of Shadow Mirror of Fate = 0x002012C1 SGSSAA,OGSSAA,HSAA(+-SGSSAA)
    Only SGSSAA Needs AA Fix !
    HBAO+:
    0x00000002
    This will only work when you are using a 15:9 resolution. Nothing else works.
    So here are some example 15:9 resolutions from many common resolutions and aspect ratios you can use. (Just make sure scaling is set to aspect ratio in NVCP)
    1500x900
    1680x1008
    1800x1080
    1920x1152
    2000x1200
    2250x1350
    If you dont' care about HBAO+ or SGSSAA, I highly recommend using Driver FXAA+ 2x2 DSR! It looks pretty darn good!
    The filter gets some stuff better than even high ratio bicubic downsampling with GeDoSaTo. But both suffer some issues because of the strange bloom solution that gets subtlely worse with higher resolution. Causes some strange temporal aliasing issues
    8xSGSSAA
    4x4 OGSSAA
    16xS+4xSGSSAA (noAAFix needed)|
    2.4x2.4 +FXAA (Bicubic) GeDoSaTo
    3.2x3.2 +FXAA (Bicubic) GeDoSaTo


    Call of Juarez: Gunslinger = 0x000010C1
    SGSSAA
    Needs AA fix
    0x000010C0+0x00000000 (Team Fortress 2) - SGSSAA
    SSAO 0x00000019


    Ceville = 0x00000044
    MSAA

    Clive Barker's Jericho = 0x000002C4
    SGSSAA
    Dans le jeu AA et le flou de mouvement doit être désactivé!


    Crazy Taxi = 0x000000C1
    MSAA,SGSSAA,OGSSAA,HSAA
    I couldn't get AA to force with no bits
    MSAA,SGSSAA,OGSSAA,OGSSAA-Hybrid (+-SGSSAA)
    8xQ
    8xSGSSAA
    4x4 OGSSAA
    32xS+8xSGSSAA


    Dead Island = 0x000010C1
    SGSSAA
    Needs AA Fix
    depuis driver v320 correctif (FERMI_SETREDUCECOLORTHRESHOLDSENABLE) contre le "problème de bande" ennuyeux


    Dead Island Riptide = 0x000010C1
    SGSSAA
    Needs AA Fix


    Deus Ex Human Revolution = 0x004000C0
    SGSSAA
    Game needs to be Run in -DX9,
    Do NOT use AA fix! Causes same problem as Dead Rising 2 DoF in this game. This flag ALSO works with the Director's Cut
    0x004100C0
    MSAA,TrSSAA (Performance)
    Game needs to be Run in -DX9
    0x004030C0
    MSAA,TrSSAA (High Quality)
    Game needs to be Run in -DX9 , Warning High Performance drop with this flag
    You will have the screen flicker with these bits. To get rid of flicker - turn off and then turn on post-processing. (Options - Video - Advanced - Post-Processing)


    Deus Ex Human Revolution = 0x004000C0
    SGSSAA
    Game needs to be Run in -DX9, Do NOT use AA fix! Causes same problem as Dead Rising 2 DoF in this game. This flag ALSO works with the Director's Cut
    0x004100C0
    MSAA,TrSSAA (Performance)
    Game needs to be Run in -DX9
    0x004030C0
    MSAA,TrSSAA (High Quality) Game needs to be Run in -DX9 , Warning High Performance drop with this flag
    To get rid of flicker - turn off and then turn on post-processing. (Options - Video - Advanced - Post-Processing)


    Dishonored = 0x080000C1
    SGSSAA
    Désactivez AA en jeu pour obtenir la meilleure qualité avec SGSSAA - en combinaison avec Post-AA


    Dolphin Emulator
    In game SSAA is equivalent to SGSSAA
    You can also enhance still. But results are largely the same.


    Driver San Francisco = 0x000010C1
    SGSSAA
    Game does not accept an LOD-adjustment of -0.875 which is quite strange. Other values like -0.375, -0.500, -1.000 or -1.375 work flawlessly.


    Elder Scrolls V: Skyrim = 0x000002C1
    SGSSAA
    The combination of various high-resolution texture packs, "uGridsToLoad=7" and driver-forced SGSSAA really makes Skyrim shine.
    Alternatively you might want to consider just enhancing ingame MSAA ("iMultiSample=" in SkyrimPrefs.ini) with SGSSAA in Skyrim.
    This provides almost the same AA quality as SGSSAA forced with the "0x000002C1" flag in most scenes, but is far less demanding and also uses significantly less VRAM.
    For example I'm able to use 1.5x1.5 downsampling from 2880x1800 to 1920x1200 combined with enhanced 4xSGSSAA and "Quality" HBAO+ forced with "0x00000032", and still get higher performance than with forced 8xSGSSAA at 1920x1200.
    Préférable de simplement mettre à niveau et de désactiver DoF!
    Pour désactiver DoF, allez dans "Documents \ Mes jeux \ Skyrim" et définissez "bDoDepthOfField = 0" dans "SkyrimPrefs.ini".


    F.E.A.R. 3 = 0x084012C1
    SGSSAA,OGSSAA
    USE AA FIX.
    Must Run in DX9 mode. (This will make the image less blurry, fix white line artifacts and improve overall AA quality) Anything higher than 4xSGSSAA (Or 4xSGSSAA at high resolutions) may not give playable performance. The GPU isn't 100% utilized either even on a high end GPU.
    Alternatively you can use DX11 +MSAA and downsampling
    Doesn't perform the best in DX9 mode. So using 8xSGSSAA or 4xSGSSAA at higher resolutions is not ideal. Performance is not stable despite GPU usage not hitting 100%.
    Playing in DX11 and using MSAA +DSR is probably the better choice. It peforms better and looks sharper since the game has this weird sort of blur on horizontal edges.
    Sadly still won't improve story sequences which are still 720p FMVs with some of the worst audio encoding i've heard this decade.
    Using Reshade to add some bloom and sharpening helps a lot though. Since the game doesn't seem really have proper bloom but does have HDR which looks kind of outdated for the time (F2 has proper HDR Bloom)it came out. Adding bloom really helps out the highlights and areas around them.


    Flashback = 0x080000C1
    SGSSAA,OGSSAA
    Make sure to disable in game DoF by editing "FlashbackGame.ini" in your mydocuments/mygames folder , edit the highest level graphic preset to say "Depth of Field=FALSE"
    -HBAO+-
    0x00000010 (Subtle)
    0x00000024 (Strong)
    0x00000030 (Strongest)


    Gabriel Knight: Sins of the Fathers 20th = 0x004000C1
    SGSSAA
    Small amount of blurring associated with forcing SGSSAA, but is of very little significance


    Jack Keane = 0x00000044
    MSAA,TrSSAA(?) Needs verification
    0x084012C1
    SGSSAA


    Jet Set Radio = 0x000000C1
    MSAA,TrSSAA,SGSSAA,HSSAA(+-SGSSAA)
    SGSSAA requires less performance than in game MSAA and looks better.


    L.A. NOIRE = 0x004000C1
    SGSSAA
    16:9 Resolutions Only
    Désactivé l'AA (FXAA) en jeu
    MSAA: 0x00411245
    MSAA,TrSSAA, SGSSAA: 0x004000C1


    Metal Gear Rising: Revengeance = 0x084002C0
    SGSSAA, OGSSAA
    AA Fix needed
    If the game doesn't support your display resolution, in order to get AA to work in fullscreen you MUST use a resolution *Higher* than your display resolution for it to work.
    After Testing again in windowed mode, 0x000002C0 is indeed enough for SGSSAA in Metal Gear Rising.
    However, 0x084002C0 is required if you play in full screen and your display resolution isn't supported. And ONLY if you are playing the game at a resolution higher than your display (IE playing at 1080p on a 900p monitor)


    NullDC Emulator = 0x00000043
    MSAA,SGSSAA,OGSSAA
    SGSSAA looks really nice in this emulator. MSAA is pretty good too though actually. It even gets shadows.
    It's important though, that when AA is enabled. Don't go into the emulator menu and change a lot of settings. This will cause a memory leak of sorts where the VRAM usage just gets bigger and bigger


    Prince of Persia = 0x080002C0
    SGSSAA
    (Works for any resolution, but at 720p it also AA's shadows)
    Filtering for shadows only in 720p! Sad. (ombre-LOD fonctionne très bien avec -3.0)


    Remember Me = 0x080000C1
    SGSSAA


    Resident Evil = 0x080000C1
    SGSSAA
    Needs AA fix
    does NOT work with non perfect 16:9 resolutions like 1360x768 or 1366x768. You can set 1360x765 in the .ini file instead which will work as is perfect 16:9
    0x080020C1 - SGSSAA that doesn't miss aliasing, but is blurry and costs more performance. !!!!!!!
    0x08000041 - MSAA
    You can somewhat help solve this by also using the in game FXAA on top
    20C1 4xSGSSAA+-1.0 LoD+ Sharpen settings
    /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening --
    #define sharp_strength 2.00 //[0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp 0.040 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 3 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 1.35 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. //I designed the pattern for offset_bias 1.0, but feel free to experiment.

    // -- Debug sharpening settings --

    #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
    FXAA3 (ingame!?) setting in combination with GeDoSaTo for some film grain
    4xMSAA handles geometry well. There is still some texture aliasing and shimmering left over though and the pre-rendered backgrounds are left looking a little over sharp and raw thanks to the upscaling.
    But it's more than worth the trade off if you prefer a sharper picture!
    0x080020C1 4xSGSSAA
    This flag I like more because he does not lose the edges without in-game FX-AA.


    Resident Evil 2 = Impossible
    You can't force AA. But you can get excellent results with some tweaking to the in game TAA with the guide in the reference post. Don't enable SSR it also decreases TAA quality


    Resident Evil 3 = Impossible
    Same as RE2R use TAA+FXAA+Downsampling and some sharpening, *Avoid* Interlace rendering and Screen Space Reflections. Both drastically reduce image quality. And in the case of SSR gives you a significant performance boost at high resolutions like 4k. (On an RTX 2080 SSR on = sub 60FPS, SSR Off = almost always 60FPS)


    Resident Evil 4 = 0x000000C1
    MSAA,TrSSAA,SGSSAA,HSAA
    Less blur than with no bits
    0x000000C0
    (Also works with OGSSAA, HSAA) (And believe it or not, it does get objects that MSAA misses)
    Either way, i'd ultimately recommend just enhancing TrSSAA and using some downsampling. It looks glorious.
    EDIT: After testing, 2xSGSSAA has good enough performance and it gets the things MSAA misses. But by itself it doesn't look as good. But once you add in downsampling, it looks pretty damn glorious.

    Resident Evil 5 (GFWL Version) = 0x000000C1
    SGSSAA
    Works best with HDR set to "HIGH" in Config file. It also works with HDR "Low" But has issues with horizontal lines in shaded areas. (Potentially only on older GPUs?)Using the AA fix works to solve those. But the AA fix also causes the same issues that HDR "High" has with the DoF in game and in cutscenes. (Flickering crawling) So you should only use it if you need better performance and can live with slightly less AA quality
    Disabling Motion Blur can dramatically improve performance at high res.
    Best IQ you can get in DX9 is HDR high+4xMSAA in game+4xEnhance SGSSAA + Enable FXAA in NPI and at least 2.25x downsampling to round it out.
    Best IQ you can get in DX10 is similar. However, a great alternative option is HDR High+2xMSAA in game (+2xTrSSAA if your GPU can handle it)+ MFAA enabled + FXAA enabled in NPI + as high of downsampling as you can get beyond 3x and maintain your target framerate.
    Is not Kepler specific. Simply needs HDR set to the hidden High setting
    0x00000000
    SGSSAA,MSAA,TrSSAA


    Resident Evil Revelations = 0x000000C1
    SGSSAA
    Needs AA Fix
    0x004000C1
    SGSSAA
    Need this when using ReShade
    0x00000041
    MSAA


    Resident Evil Revelations 2 = 0x000000C1
    SGSSAA
    Needs AA Fix and a d3d9.dll to fix performance issue
    Not recommended at native resolution due to super low res DoF effect.
    0x00000041
    *MSAA,TrSSAA
    If you want to use reshade, you need to add the Depth bit "0x00400000"
    For best AA quality, if you can hit higher than native resolution with 2x or 4xSGSSAA and downsample. That provides the best results.
    Next up would be using MSAA (optionally TrSSAA)+In game FXAA on top +downsampling.
    Lastly is just downsampling+in game or driver FXAA. I think driver FXAA handles the image all around better than any of the 3 in game FXAA levels.


    Silent Hill 2 = No bits needed. But special configuration needed.
    SGSSAA,OGSSAA,HSAA(+-SGSSAA)
    AA can be forced without flags, just create a text file and put the following command on it :
    HACK DX_CONFIG_DRIVER_AA_NOT_BROKEN 1
    , then save it as local.fix in the main game directory. If not present, when forcing AA via driver, some game built-in effects like "Advanced Filters" (Depht of Field and Motion Blur) and "Lens Flare" will be disabled.


    SilentHill Homecoming = 0x20000301
    MSAA
    0x200012C1
    SGSSAA


    Singularity = 0x004010C1
    SGSSAA


    Sonic Lost World = n0x084010C5
    SGSSAA (4,8x SGSSAA ONLY)


    Stranglehold = 0x000200C1
    SGSSAA,OGSSAA


    Street Fighter X Tekken = 0x004010C0
    SGSSAA

    Styx
    MSAA AA bits = 0x080100C5

    The Cave = 0x000012C0
    SGSSAA
    Disable FXAA
    DoF=off, FXAA=off


    The Chronicles of Riddick: Assault on Dark Athena = No bits needed (OGL)
    SGSSAA
    You need to change the value of an undefined flag on the the profile for the game "0x20992431" to a value of 0x00000000 for it to work best. If it still doesn't work, you need need to enable in game MSAA as well when overriding.


    The Vanishing of Ethan Carter (DX9/UE3 version) = 0x080000C1
    SGSSAA,OGSSAA,HSAA
    To prevent color distortions the ingame AA needs to be disabled.
    Overall image quality is better with 4xDSR (15% smoothness) and 2xSGSSAA than with just 8xSGSSAA at native resolution.
    AstronautsEngine.ini
    [WinDrv.WindowsClient]
    AllowJoystickInput=0
    [VoIP]
    bHasVoiceEnabled=false
    AstronautsInput.ini
    [Engine.PlayerInput]
    bEnableMouseSmoothing=false


    The Wolf Among Us = 0x204002C1
    SGSSAA


    Timeshift = 0x004010C4
    SGSSAA


    Trackmania Series = 0x004412C1
    SGSSAA
    If have flickering, negative lod can help
    Clamp and Allow don't do anything anymore since they introduced Auto LOD changes.
    you should keep it to Clamp and then simply set "Driver Controlled LoD Bias" to "OFF" and then set what you need.



    Trine 1 & 2 = 0x000010C1
    SGSSAA
    Trine 1 (désactiver les effets de distorsion)
    Trine 2 (depuis le patch de remplacement du shader, il plante avec AA forcé à des niveaux de détail supérieurs à la moyenne)


    Ultimate Marvel vs Capcom 3 = 0x000012C1
    SGSSAA


    Ys Origin = No bits needed
    MSAA,SGSSAA,OGSSAA,HSAA

    YS Origin (last in list) = better than ingame 8x FSAA ???
    I played it today, will see !!!

    OKay :

    NVPI
    =
    OGMS
    32xS
    8xSQ
    8xQ=sgss

    Ys Origin doesn't need any AA bit, also it's free to use MSAA,SGSSAA,OGSSAA,HSAA, but what's HG ?

    Do you have a preference ? Having expert eyes !
    I vote for SQ.......
     
    Last edited: Feb 28, 2021
  12. Klemc

    Klemc Master Guru

    Messages:
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    GPU:
    4070-ti ARGB - PNY
    Alan Wake
    0x00000006 or 0x0000002D (Strong)
    |||||||||||Make sure to disable in game SSAO||||||||. 2D has some bleeding issues that cause a checkerboard/cross hatch like pattern on some objects like Grass.
    The in game SSAO isn't so bad TBH, definitely one of the better ones i've seen> Alas it suffers from haloing, clouding in certain areas and a strange smearing effect whenever the camera moves even a little. And even when downsampling by a factor of 4.
    2D is closest to the original SSAO, sometimes it will have some very minor bleeding in only specific areas and totally fine in most others.
    I have verified 06 works fine with American Nightmare. But 2D causes far too severe bleeding.


    Alan Wake's American Nightmare
    0x00000006
    Make sure to disable in game SSAO.


    Alien: Isolation
    0x00060000
    Disable built in HDAO


    Alice: Madness Returns
    0x0000001C


    Assassin's Creed Brotherhood
    0x00000019
    Settings shadows to 4 instead of 5 disables built in SSAO !!


    Batman: Arkham Asylum
    0x00000024
    Make sure to disable in game SSAO


    Batman: Arkham City
    0x00000030
    in DX9 mode
    Works fine in Arkham Asylum too


    Bioshock Remastered
    0x00020000 (MODIFIED)
    Fixes bleeding increases strength a bit. May only work on Windows 7


    Bioshock 2
    0x0002002D
    DX9


    Borderlands 2 Game of the Year Edition
    0x00000021
    Disable in game SSAO


    Borderlands: The Pre-Sequel
    0x0000002F
    Make sure to disable in game SSAO , was tested with DoF and in game AO disabled


    Bulletstorm
    0x0000002F
    Need to disable the built in SSAO by editing the encrypted CFG files. Google for information. ||||||||There IS some bleeding on background objects, but there is not much we can do about that unfortunately. ||||||


    Call of Juarez: Gunslinger
    0x00000019


    Castlevania Lords of Shadow
    0x00000002
    The only issue it has is that it turns off in some scenes, mostly cut scenes. Nothing bad, I definitely recommend it over the built in AO.
    0x0000000E
    Works well


    Castlevania Lords of Shadow: Mirror of Fate HD
    0x00000002
    This will only work when you are using a 15:9 resolution. Nothing else works. In cutscenes it only applies to character models


    Castlevania Lords of Shadow 2
    0x00000020
    Test if there's trouble with fog: call the wolf and follow it, when Dracula stands in front of the big light you can clearly see if the HBAO+ glitches or not.
    Or just go to the Bernhard wing and look at the candles. With the old flag, the candles have unnatural grey/black dark aura around them.


    Dead Island
    0x00000018
    or
    0x00000028
    Disable built-in SSAO with DIH tool


    Dead Island Riptide
    0x00000017
    Disable built-in SSAO with DIH tool


    Deux EX: Human Revolution Director's Cut (DX9)
    0x0000002F(MODIFIED)
    Disable in game SSAO>Read the reference for what needs to be changed


    Dishonored
    0x0000002F


    Flashback
    0x00000010(Subtle)
    0x00000024(Strong)
    0x00000030 (Strongest)


    Grand Theft Auto Vice City
    0x00000010
    Occasionally flickers; Artifacts in combination with MSAA, use pure SSAA instead.


    Legacy Of Kain Defiance
    0x0000002C
    Reason for considering this flag as ideal: Fog clipping does not look ugly, looks good with sgssaa and/or dsr, does not switch off, and subtle.



    Metal Gear Rising Revengeance
    0x0000001F
    "Suitable for Main Campaign Only. Glitchy with VR mode ||||||| I tested this myself heavily after seeing the flag in the reference post |||||||


    Mortal Kombat Komplete Edition
    0x00000002


    Remember Me
    0x0000002F (Subtle) Mieux !
    The Hawken flag (0x0000002F) works very well for the game. The only problem is that the AO 'disappears' very occasionally at certain angles, though this is generally not an issue and I recommend this flag. This flag also renders the AO effect far into the distance.
    0x00000020 (Strong)
    The Mass Effect flag (0x00000020) also works for the game, but with a couple minor quibbles:
    1) The AO is rather dark, and does not render far into the distance. Some might prefer this?
    2) When entering a new area, the AO will 'lock' for a moment and be 'out of phase' with the rest of the game image. This only occurs occasionally and for a very brief moment; walking ahead a step or two returns the AO to normal functionality. It can be a bit of a nuisance in some parts of the game where several small areas are stitched together.


    Resident Evil: Revelations
    0x00000026 (MODIFIED)
    Must be modified to get good working effect.
    Modified values that disable bleeding
    AF C0 40 18 00 00 40 18 9F 10 9F 08 00 00 00 00
    None in the driver are, and require significant modification to get it to good quality and to fix major issues.
    Large amount of banding.
    But in summary without modification HBAO+ either
    A.)Causes a garbage artifact on the ground at certain angles.
    B.)Is far too strong with lots of overshading.
    C.)Turns off in certain blocks of the ship. (Like the bridge/deck area. It will disable as you take the elevator to these sections).
    D.)Bleeds through alpha effects like smoke, fog and water. The water in particular is very significant as large portions take place underwater.
    E.)Bleeds in snow levels
    F.)Angle bias causes clouding issues with thin geometry and geometry in the distance (Beach area specifically. Which causes and aliasing crawling effect)
    Modification fixes the majority of these problems with some caveats.
    1.)The snow levels are impossible to fix. (The problem is mostly in the caves of those however)
    3.)Fixing the bleeding through alpha effects, fog and water has the side effect of causing AO to turn off in very specific areas of the game or sometimes based on the camera angle (Far less common). One case is where you are in the same area as a body of water, the AO disables as you go under water, which is seamless. But as you resurface it turns back on, and depending on the camera angle for a split second you can see the effect draw in under the water.
    In one area, the AO is working with a large body of water present, but as you move between that and the next, the effect turns off. A subtle problem based on what is happening at this specific moment.
    3.)There is still some minor overshading problems, however they are nothing quite as heavy as the SSAO in Revelations 2, which when characters occlude certain geometry it casts a thick haze between the two that looks quite bad.
    4.)AO does not apply in the menus on characters.
    5.)If the 2nd issue bothers you more than having the effect work absolutely everywhere with bleeding problems, there is a second set of values for that. (This was the values I initially played the game through with as I didn't realize I could fix the bleeding until after the fact. )
    In one specific area late in the game, there are a few instances of AO being applied everywhere, but some specific objects will have the effect turn on and off based on camera angle while the rest of the AO is fine.
    Another problem this game has, is that it is resolution limited to 1440p. And has the problem that all current RE games have (minus VII), low resolution bloom. So getting perfect image quality is not possible. (The low rest bloom is always distracting when it is very strong in specific areas. However you can get very close by using 4xSGSSAA+In game FXAA level 1. Which has the drawback of a small loss in sharpness that is easily fixed with sharpening. With the benefit of much better edge gradients and overall image quality.
    8xSGSSAA, at 1080p60 for my 980 just wasn't feasible and that is probably the better option if your GPU can handle it. (While GPU usage wasn't an issue, I was getting lots and lots of stuttering and hitching.). Disabling motion blur may help with performance for you. Like in RE5 and RE6, the motion blur causes a big performance hit.
    MSAA is available to force via 0x00400041, but it almost requires as much performance as SGSSAA and doesn't handle the aliasing as well. However it is fine for what it is if you prefer sharpness.
    If sharpening the game you might as well make some other changes as well, as the dynamic range here doesn't seem to have ever been really properly adjusted beyond the 3DS. The Gamma/brightness set up feels wrong, dark areas are very grey and not at all close to black. And the top end is just as dull. (Then there is the removal of dithering, leaving lots of banding.) (RE5, 6 and revelations 2 do not have this problem. Only Revelations 1)
    Personally I recommend setting the in game brightness minus 3 or so and then applying my SweetFX/Reshade presets that push the low end down just enough to make it darker without crushing the low end, while pushing the high end out with very minor clipping on specific areas. Overall it looks much better IMO.
    To use AA with Reshade you have to use 0x004000C1 for AA rather than just C1. Either way the AA does affect the PP effects injected, so the sharpening for example has to be used at higher than normal values. Typical when forcing AA over reshade and sometimes SweetFX.
    I've included 3 presets here.
    A basic SweetFX set. (Which originally I had the film grain with my custom texture turned on enabled. But the RNG of the shader or some other part of it causes the effect to break after about 30 minutes of continuous use. Causing the effect to look like macroblock compression artifacts. It does this even with the original texture from Jorge Jimenez)
    60FPS Reshade config (For my 980 anyway. This is mainly for the use of the film grain shader. Though it is disabled in the preset)
    And a 30FPS Reshade config that adds film grain, DOF and Ambient lighting. (Because my 980 can't hold 60FPS with 4xSGSAA, HBAO+ and this on top)
    The DoF get's AA'd properly for the most part as well, which looks great and with the auto DoF turned on it feels totally natural and works way better than the in game DoF present in Revelations 2 and Resident Evil 6. However the DoF can occasionally break, especially if you alt tab. And it can break specifically in the main menus. Fiddling with turning motion blur on and off and alt tabbing again, and or restarting the game or some combination thereof can fix it. I only ran into this when initially configuring the effect so YMMV.
    They are all tuned to the nearly same lift gamma gain and sharpening settings.


    Resident Evil 5
    0x0000001A
    Doesn't apply to cutscenes as in GFWL version


    Silent Hill: Homecoming
    0x0000001A


    Singularity
    0x00000020


    Sonic Lost World
    0x00000026
    In game DOF must be enabled, otherwise it will not work on a few stages.|| Personally I think this could use a little modification to take the strength down a couple notches. Looks a bit unaturally too strong.


    Strangelhold
    0x00000030


    Street Fighter X Tekken
    0x00000012
    It still has some see-through by character selection, but its kept to minimal, no GUI & smoke see-through effect.


    Strider
    0x00090000
    Make to to disable in game SSAO. Or use both combine for a stronger effect if you want


    The Elder Scrolls V: Skyrim
    0x00000029 (MODIFIED)
    Modified Hex-value:
    26 B2 80 19 00 00 B0 19 45 60 A9 08 00 00 00 00
    The main differences between the official 0x00000029 HBAO+ flag and the three modifications is the following:
    45: The depth/distance away from the character that the HBAO+ will apply HBAO+ is 4 instead of the default A (10), which prevented fog bleeding. This change is most noticeable with snow drifts were compared to A5, the change 45 adds a lighter outline.
    A9: Increased the Blur factor from 4 to A (10) and reduced the fog sampling from E (15) to 9.
    08: Increased HBAO+ strength from 5 to 8.
    These changes were made based on personal taste as really dark outlines do not look very realistic. Feel free to modify to your liking.


    The Wolf Among Us
    0x00000010
    Can bleed in the main menu. But no where else


    Timeshift
    0x0000002D


    Tomb Raider (2013)
    0x00000026
    You need to run the game in DX9 and disable the built in SSAO
    Anti aliasing: You can force very low quality MSAA, TrSSAA and SGSSAA with the 0x004010C0 flag. A lot of edges aren't getting anti-aliased, but it helps at some geometry and transparent textures. To make things complicated, you even have to turn off & on SSAO or DOF each time you run the game. This resets the renderer and fixes heavy lightning issues.
    A far better alternative is the built-in FXAA combined with DSR and a high smoothness level (~40%).


    Ys Origin
    0x0000002A

    YS Origin (last in list) = true ??? I'll verifynow, perhaps i did it before !!!! Some time ago :)

    EDIT =
    one last thing, if you've time to look at the NVPInspector screen, i inserted texts on it, questions and affirmations, plz.

    ... one detail i forgot to annotate, the High quality, about AO, i read once it's "unknown" if usefull or something abou. Perhaps it's for high-end GPU (3090 like !?)

    REEDIT =
    Ys Origin is "perfect" at reshade compatibility list (DX9) but i can't find any preset.

    More important, the PC monitor i'll buy this year, i want it to be the best think of all, it'll be the more important part of my PC.
    "NON"Curved 27"/30",VA/IPS, Glossy, 1440p, 120HZ, GSync, HDR1000 FALD, MiniLED/MicroLED/NanoIPS.......

    With all that i'm lost. Asus, LG, Samsung.......










    Topic cluttered, sorry.:eek:
     
    Last edited: Feb 28, 2021
  13. Tizoc

    Tizoc Active Member

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    What's a suggested AA bit to use for Max Payne 2 if I want to utilize SSGSS AA?
     
  14. Astyanax

    Astyanax Ancient Guru

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    GTX 1080ti
    Being a D3D8 title, it shouldn't need AA bits.
     
  15. MrBonk

    MrBonk Guest

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    Not necessarily, just because it has trouble with some specular elements and doesn't resolve them completely. Doesn't mean it doesn't objectively do a better job than SMAA in other areas that create not only spatial aliasing, but their own temporal aliasing as well.

    I haven't tested DS3 myself so I really can't say without A/B testing. I'll download it and take a look, it is possible that it really doesn't help out with other elements enough to be worth it. I always enjoy testing new stuff so it'll be fun to look at least.
    Correct. Occasionally there is the odd DX8 games that does need some. But it shouldn't.
     

  16. MrBonk

    MrBonk Guest

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    So yeah Dead Space 3 man, there are a couple problems. Specular aliasing still is an issue, and there are some minor artifacts around Isaac when overlapping shadowmaps. Using High or SoftHigh shadows breaks rendering with the shadows disappearing at random.
    But you CAN fix some of these so far in my limited testing. By enabling the AA fix, the specular aliasing present disappears and is no longer a problem. Also, by turning on FXAA2(Console) on top of SGSSAA, you can greatly reduce the appearance of the white line artifacts on Isaac without impacting image quality negatively. (And for what it's worth the appearance of these lines is actually lesser with 4xSGSSAA than 8xSG and consequently looks better as a result)
    However with 8xSGSSAA there is some performance loss to this. Using FXAA3,3.11 and SMAA don't help with the issue and reduce framerates by another 20-30FPS(1080p RTX 2080) and actually can negatively impact image quality by making the image blurry.

    Downsampling with 4xSGSSAA makes any and all artifacts essentially disappear.

    Just a quick comparisons and screenshots: https://www.screenshotcomparison.com/comparison/11692
    https://www.screenshotcomparison.com/comparison/11694
    And some 4k+4xSGSSAA (AA fix enabled, no FXAA) screenshots
    https://u.cubeupload.com/MrBonk/deadspace32021030401.jpg
    https://u.cubeupload.com/MrBonk/7cadeadspace32021030401.jpg
    https://u.cubeupload.com/MrBonk/8ebdeadspace32021030401.jpg
    https://u.cubeupload.com/MrBonk/f07deadspace32021030401.jpg
    https://u.cubeupload.com/MrBonk/694deadspace32021030401.jpg
    https://u.cubeupload.com/MrBonk/efadeadspace32021030401.jpg
    https://u.cubeupload.com/MrBonk/2fbdeadspace32021030401.jpg

    To me SGSSAA definitely seems worth it (Objectively it's still way better than Downsampling+SMAA) and i'm going to do a little bit more testing to see if I can affect anything else.


    EDIT: After having spent 40+ hours playing the game with 4xSGSSAA at it's definitely worthwhile. It works fantastic aside from the white line glitches present from shadow rendering. They do show up here and there. But not terribly often enough to be worth turning AA off. Unlike Dead Space 2. Optionally I figured out at the end of the game that the motion blur effect when fighting enemies was actually broken with AA enabled. Dead Space 1 has a similar issue and I always just assumed it was intentionally done the way it was. This is specifically the "Blur" setting. Not the "Motion Blur" setting. I'm actually not sure what the MB setting does. I never saw it do anything like it.
    Here's a random screenshot from the game with 4xSGSSAA at 1800p (60FPS with zero drops on an RTX 2080. I chose this resolution purely for heat purposes as my cruddy MSI 2080 ramps the fans up to maximum the moment it hits 75 degrees regardless of the fan curve. The game could hit 4k60 with only minor drops without issue in my testing with 4xSGSSAA. But the GPU just ran too hot in the current weather)
    https://u.cubeupload.com/MrBonk/deadspace32021081820.jpg
     
    Last edited: Aug 19, 2021
  17. Terepin

    Terepin Guest

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    That may be, but you need a nuclear power plant to render it at 1440p/144 FPS, which I don't have and I'm not willing to sacrifice framerate for AA.
     
  18. MrBonk

    MrBonk Guest

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    Did you even try just 4xSGSSAA at 1440p with the AA fix enabled? All the specular aliasing problems are essentially gone and the only problem left is that weird outline with shadows occasionally.
    Even 2xSGSSAA, aside from some flicker problems in the main menu looks decent and hits 200-500FPS at 1080p on an 2080. Surely a 2070 could hit 144 at 1440p. And if you are willing to lose a little sharpness, enabling FXAA2 on top of it rounds out the remaining rough edges.
    https://www.screenshotcomparison.com/comparison/11713
    https://u.cubeupload.com/MrBonk/deadspace32021030418.png
    https://u.cubeupload.com/MrBonk/8d6deadspace32021030418.png
    https://u.cubeupload.com/MrBonk/5c5deadspace32021030418.png

    Or you can keep downsampling if that works for your uses, downsampling looks good in this game. (On my 2080 2376P gets between 180-300FPS with just FXAA)But it can't fix the shader/specular aliasing problems, and enabling the AA fix with SGSSAA does fix that.
    So whatever works for you is fine. I'm glad I checked it anyway because I at least figured out you can fix the specular problem and it's fun to test.
     
  19. KainXVIII

    KainXVIII Member Guru

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    Bullet Witch is using D3D9E judging by MSI Afterburner (first time seeing D9E though), so SGSSAA is possible? But which bit?
    Here is how it looks with 4k DSR and soft AA option on (unknown ingame method)
    https://abload.de/img/20210308131136_1a8kly.jpg
     
  20. Klemc

    Klemc Master Guru

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    https://forums.guru3d.com/threads/nvidia-inspector-introduction-and-guide.403676/
    I should have better looked at this before....... thanks (there is images, that respond to my previous answer).


    I inform myself about AA ,
    about VSync, if i understand correctly (soon i'll buy a GSync monitor) i'll have to disable ingame setting !! Right ?
    Globally GSync takes the relay....


    CSAA is broken/useless !? Where do i find TrSSAA ? PLZ. (found = aah, Transparency SuperSampling, :) )
    https://ibb.co/vh6RLcS
    https://ibb.co/Ctfm20d
    My notes on images are right ?


    EDIT =
    Is there a possibility to enable HBAO+ by flag, and do not have to disable it ingame ?
    Because some games don't have this specific recommandation !!


    I use al the three Google pages, reading all stuff about AA & AO+, for all my games and taking notes !!!!!!!
    1stly =
    https://docs.google.com/spreadsheet...4KMTxBXoEfDuaDiiP--H4BJ-U/edit#gid=1911323755

    Check/verify =
    https://docs.google.com/spreadsheet...jH1M7QkHIQgKO_i4bHCUdPeAd6OCo/pub?output=html
    +
    https://docs.google.com/spreadsheets/d/1sq0vgFlerS-YT093TS2jEpx6xjZP7X1x1BcAs7EHXYY/edit#gid=0
    That's right ?
    Thanks for all, and now i better understand AA settings.


    EDIT =
    By exemple, Lords of shadow has two differents flags, checking thread date i will prefer the newer one, right ? So the first Google link's more up-to-date (sometimes) !?
    https://www.forum-3dcenter.org/vbulletin/showpost.php?p=9900493&postcount=4809
    https://www.forum-3dcenter.org/vbulletin/showpost.php?p=9861727&postcount=4592


    Dead Island ambiguity, flags won't work for Definitive Edition ? It'sz like a remaster, 2011>2016 !


    HELP :
    i can't find "undefined" in NVPinspector, i set all the mod views possible (the two buttons to view more settings), not such "paragraph"

    EG: Riddick
    https://ibb.co/rZshJxX


    Also, i noted Global" flags infos, can i find other such flags ??
    Unity Engine =
    0x004000C1
    DX9
    Unreal 2.5 or 3 engine =
    0x080100c5
    ID tech 4 =
    0x0000F0C1
    OpenGL =
    0x0000F0C1


    I finished to check all my games, lot have profiles :
    https://drive.google.com/file/d/17Wttevd1h0AgWkl0yU6GuyNvFHCbUwuJ/view?usp=sharing
    It's a text file.......


    This image tells a lot about AA (from OP).
    https://ibb.co/hHrGw4h

    Should i disable DSR, as it takes gloabally hand over any app/game ?
    DLSS (my future 3070S) replaces it ?
     
    Last edited: Mar 10, 2021

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