Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by MrBonk, Mar 3, 2014.
@MrBonk are you going to look into AA/AO for Resonance of Fate?
If the game is like the port for SO4 it will be bunk, because it will have limited resolution support (Which as far as I have heard it does) and it will be DX11. It also only seems to support a super aggressive Post Process AA option for AA as well.
(When the original game, like SO4 supported MSAA with alpha coverage support for things like hair.).
AO may not be off the cards but AA will be disappointing.
Yeah, DX11 only has the same option for PPAA as SO4 (Probably FXAA but no option for different presets here). Game uses a lot of dithering, so downsampling from 4k is your only option if you have a 1080p or 1440p monitor. If you have a 4k display you are out of luck.
Their idea of HD textures is lazy too. Like so many others seem to be doing these days, they just run everything through Waifu 2x and call it a day. And that nets you a total disk size of 83GB for the game.
Even after 4k downsampling there is a ton of aliasing in this game orz. Did they really upscale the textures just using waifu 2x though? That would be funny.
Was there an AO code for SO4 that I should try for this game? I couldn't find one when I looked yesterday.
It's pretty obvious they used something based on the same concept or design.
In fact there's a new document (in Japanese of course) about the development of using deep learning to train an AI or NN on their research page. and inside are of course examples using it to upsample poor quality low res sources. Which of course has it's uses. But it's always used lazily to forgo having to do actual work on textures when used in games. (Another funny thing is when compression artifacts present in the sources they use manage to shine through and get emphasized by the upsampling. FFXII HD had a lot of this with the textures they used from the original game that clearly had a lot of dithering present. No one bothered to actually look at it and try to fix it before upsampling. Just lazy automated work.)
And yes there is a ton of aliasing. Lot of texture, shader aliasing and aliasing from the dithering used on lots and lots of transparent textures and no AtC to clean it up. The upscaled textures also include upscaled normals/speculars and such and in cases increase the amount of aliasing present.
I never rebought SO4 (Simply because I wasn't going to play it then so I didn't want to waste the money. I also was hoping SE would patch some of the problems like they did with Chrono Trigger and that would warrant showing support. But they didn't. So I didn't). never tested for HBAO+ in that game.
Despite the problems here, I bought purely to support Tri-Ace self publishing a game. I might try a few things.
HBAO+ is a no go. No flag produces any effect.
That's the same reason I bought the game lol. There was an interview I read about the release that said they were going to look into making a sequel if this works out for them too.
And yeah, FF12's "remastered" textures were a total joke. It's not nearly as bad in this game thankfully. Sucks about how locked down this port is though, especially compared to FF12.
Thanks for your time.
Truth be told I don't own RS2: Vietnam; I stumbled upon the post when looking for RO2/RS1 flags and though you might want the flag (probably not my best idea). I can confirm the RO2 flag works though, flickers on some maps but can be stacked with in game AO.
No HBAO+ for Crash Bandicoot?
Thanks for all this information. This is so helpful but i have a lot of questions so can you please look at your PM if you have time.
Could not find this on the front page. Bumped.