Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by MrBonk, Mar 3, 2014.
Is there any difference when using "high quality" hbao+ versus just "quality"?
Yes there is,best to test it on your games ofc..
This is simply not true
Driver HBAO+ is currently only implemented for the "Performance" and "Quality" settings.
"High Quality" will behave the same as "Quality" with the current drivers.
Thank you sir.
IIRC, "High Quality" mode consumes more VRAM, but I'm not sure, will re-test it to confirm!
Edit: Never mind, I've re-tested it and showed no diference in VRAM :kermit:
You mean only for latest drivers ? Because I remember that on some titles Q vs HQ has subtle difference (with a bit more Vram usage as a con), maybe I speak only for some dx9 games and it is "just" Nvidia's AO,not hbao+(like DS2 or SKyrim I think), fair enough tho,you are the master on this man.
Heh, I don't have nearly the patience for that, though I definitely tip my hat to those of you who do.
I might have to play it with older drivers so I get DX10 lighting and SSAO (or just HBAO non-plus?) without bleeding or any other shortcomings (hopefully). Now since I've tried and failed to figure it out for myself, can anyone tell me which driver version I want?
If you want to use the older drivers, I think it was 331.40 when the switch happened? So anything prior to that
Nvidia has recently made the HBAO+ libraries available to download for registered developers (free).
Not that it will do us much good. :| Interesting none the less
Was that the point when most of the official flags became useless? 331 was the switch from HBAO to HBAO+, correct? Or did they jump straight from SSAO to HBAO+? Forgive my newb questions.
There has never been any indication it was just HBAO before. References from within NVAPI point to SSAO. /shrug.
Either way, if you want the old AO. Those old drivers are it if you have a compatible GPU.
Yes, the switch from SSAO to HBAO+ was made with the 331.40 BETA.
Any drivers before that will use the god awful driver SSAO implementation uke2:
But thanks to the excellent Guru3D and 3DCenter community, we have now created something that is far superior to anything available since the original driver SSAO implementation back in 2009
There is nothing "useless" about driver AO now
But of course you need to put in a little effort, just like with forced AA and custom SLI profiles.
This is part of being a PC gamer IMO.
I don't know if I did something horribly wrong or Capcom, but I can't get any flag (either AA or HBAO+) to work, there's not even a performance hit, no matter if HDR set to low or high.
Assuming I didn't screwed up on my end, could they completely break compatibility? Is this even possible?
I fully agree here. Once you get your AA and AO dialed in to the right performance/quality to fit your needs it is 100% worth the effort. It can make older games look damn near current gen in some cases.
Running With Rifles
using 16xS HSAA (2x2 SS + 4x MS)
0x00000032 (FIFA 14):
0x00000034 (Qiang Shen Ji):
0x00000023 (Fable: The Lost Chapters):
other flags either bleed too much or ao flicker on trees when shooting.
Looks to me like you don't have the right .EXE added to the profille.
"launcher.exe" wat? When the game is running, check what .exe is actually the process being run for RE5.
Thats the only .exe that is in game folder right now, also, ReShede hooks to it just fine. I've done all my testing with re5dx9.exe and re5dx10.exe added to game profile, I simply removed them to see if they didn't cause some incompatibility, but that didn't work either.
as normal ive actually asked this twice on here and no reply from anyone yet others get replies , would you have any idea if its possible of pointing me in the right direction of getting HBAO+ working on star trek online its f2p btw as well.The in game ssao is so bad looking it actually hurts visuals using it
It is possible they broke or blocked it somehow.. it's happened before (CS:GO)
I dunno D:
AO was hugely improved in the new version of Dark Souls II, the DirectX11 version (Scholar of the First Sin) now has three SSAO settings, "Low", "Medium and "High".
At "Low" setting you'll achieve the same result of the DirectX9 implementation, so it was mantained the same, at "Medium" setting, the algorithm looks to be completely different and showed a huge improvement over the previous implementation (used technique is similar to VSSAO2 from GeDoSaTo, but without the known issues), and "High" setting is even better, producing less haloing, which is probably linked to the amount of AO samples used in the effect (quality improves when downsampling).
Of course, performance impact of "Medium" and "High" settings is higher when compared to "Low" setting, but is decent when compared to driver-level HBAO+ implementation (whichs is even higher when downsampling). I've found a working flag which is bleed and flicker free (TBH, haven't noticed any issue, but more testing is needed, and it was only tested on 16:9 resolutions).
InGame SSAO @Low
InGame SSAO @High
HBAO+ Flag (0x00060000) (Subtle, but currently, strongest)
Another comparison of the ingame SSAO
IMO, the improvement in SSAO was great, and now is very enjoyable, HBAO+ will always be more accurate but when talking about performance, I'll take this SSAO over HBAO+. (in this specific case OFC!) :cheers: