Whoa! I didn't notice all these replies. Thanks, guys.
I would hardly call tearing the best of anything.
Is that a PSU issue?
I can't wrap my ahead around this. I used Unigine benchmarks to find stable clocks, which were +125 on core and +275 on memory. Here's the thing,...
Why they didn't use UE4 to begin with is beyond me.
Holy frack, even RTX 2070 SUPER can't sustain stable 60 FPS with SGSSAA 4x in A Hat in Time. Do I need a nuclear plant for that or what?!
That is not true. I have plenty of frametime fluctuations without RTSS even with FSO enabled.
So that's why the Vega 64 is in spitting distance of 1080 Ti in Wolfenstein II and brought no performance improvement whatsoever in Doom 2016? Gotcha!
So I tried in Spyro and it ran like crap. Stuttering like hell, framerate going above 60, frametime jumping up and down. The moment I enabled...
Oops. I meant to write BM. My bad.
I see. Well, I just thought it might be interesting to note it.
Regarding the HL2, the same issue that is present in BM, is also present in all HL2 games. That is when there is certain type of light source,...
Which it still is.
What, using RTSS was too complicated for you?
I didn't realize there is different bit for SGSSAA. But I just tried it and yep, it's blurry as hell.
Well, the Source Engine AA bits work for SGSSAA with a small issue when dynamic lights are causing specular aliasing. Also it's a bit blurry. But...
Could anyone find a working AA bits for Black Mesa? Please?
So, did they already fix broken VSync enforcement in DX games?
I don't want less shimmer. I don't want any shimmer whatsoever. The whole point of AA is to get rid of it.
Yeah, only SGSSAA works. Downsampling is too much even for 1080. Also, I suggest to add note to Source Engine bit that it doesn't apply to Black Mesa.