Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by MrBonk, Mar 3, 2014.
Thanks. I've added to my queue of stuff to get around to
You can find a quick comparison for Portal 1 here:
... and for Portal 2:
I've poked some more around Dead or Alive 5.
It turns out it uses logarythmic depth buffer, which is great for saving on Z-Data but sucks balls for details.
Good luck getting any precision depth on characters for AO to work on...
Another thing is that with SSAA it becomes inaccessible for injectable shaders.
The Final Fantasy XIV DX11 client adds HBAO+!~!!!
(Excuse the tessellation in the standard shots. I left it on not knowing right away what it did. It's kinda meh. Fuzzy artifacts/aliasing galore. The textures really were fine before and didn't need tessellation. Needed better textures)
There is a "Standard" and a "High Quality" setting. It really amounts more to "Subtle" and "Very strong"
Too bad they didn't bother with fixing the ****ty AA.
4xSGSSAA makes a huge difference in this game. > https://copy.com/wYWPwuimvWI68ZRN
HuD scaling with high resolution isn't perfect so downsampling can be tricky.
I had suggested a long time ago they add a custom SSAA solution to the game, letting you target your UI resolution and rendering resolution separately so you can keep the HUD scaled perfectly..
I can clearly see AO being applied while the in-game's is set to off.
So the DX11 client is out already? What about 64 bit support?
I may consider renewing my subscription for this.
Ah well it's just the DX11 Heavensward benchmark for the time being. The DX11 client launches in June or July
But the new AO options are labeled "HBAO+"
I wish I could find someone who I could send this suggestion to http://forum.square-enix.com/ffxiv/...with-the-advent-of-DX11?p=2926787#post2926787
To fix the UI rendering resolution so we can have decent AA AND HBAO+ you know?
Also: I still think the DX11 client is 32-bit
That is because the ingame AO setting is currently broken in GTA 5.
It makes no difference if it is on or off.
it work in game but i find something else when u use nvidia pcss the ao is much less and weak then u use other soft shadows options
maybe nvidia would make a hbao profile in drivers for gta 5
u cant have all nice soft shadows or more ao
i made comparison but cant post it
AO is completely broken in GTA 5, unless you use the "workaround" discovered by Andrew Burnes in his Grand Theft Auto V PC Graphics & Performance Guide.
And even then only the "High" AO setting has any impact on IQ, and a very small one at that
This game is really turning out to be another buggy mess of an AAA release.
Hopefully this and other annoying bugs will be fixed soon by Rockstar in an official patch.
Until then I'm personally putting it "on the shelf".
Fair enough but we -gamers- can't be happy with anything..:whip: right?
Imagine if the game wasn't optimized(as many recent AAA titles released) how much it would be flamed for that. Now we discuss anything that we are not happy with. For me the AO bug is a small detail,the worst (and most unpleasant) bug is the shadow-detail square around character and the one square-type-similar one that is about 2-3 meters from player after playing for some hours which is solved if you restart the game. (I think it has something to do with day-night cycle,
if you are wasted and start from a hospital time of day is changed then it mostly happens,haven't test it looking for it to be honest)
I've updated my post regarding Half-Life 2 with comparison screenshots for Half-Life 2 Update.
I've also updated my Resident Evil 5 post with solution for Launcher.exe issue by MaLDo.
thats not bug at all, that is an optimisation u all wanted, u got high quality shadows only in square around u, it looks strange and sometimes bad with nvidia pcss glowing square LOL, in gta 4 square was much larger and perfrmance much worst
also ao is small bug its just that engine dont update when u change that setting
Max Payne 2: The Fall of Max Payne
Photo 1: On | Off
Photo 2: On | Off
Issues: When walking thru a doorway, walking up/down a stairwell or leaving an elevator; pretty much entering a new section, the effect will flicker once. Flickering can occur in cut-scenes.
The effect can show up where it shouldn't (e.g. behind a rug on stairs, thru fog, smoke and fire). It also shows up in Max's trippy dream sequences; contributing to the trippy-ness
I've found other flags that worked, but the effect was not much effective, and also flickered in the same areas as '1F'.
I'm usually not one to settle with flickering AO, but it's worth it.
Edit: With the use of a widescreen fix for the game, the flickering seems to all be gone. Unfortunately, there are occurrences of heavy and lite fps drops. Luckily, they don't happen often. The first part of the game is the worst I've encountered so far. Everywhere else I've tested wasn't so bad. I think it's worth using anyway. I'll finish the game and give a final conclusion.
Edit 2: Finished it. The fps drops are very rare in between Part 1 (intro) and the Vlad battle (ending). Part 1 has just a couple choppy areas before the elevator and like one after that wasn't nearly as bad. Rest of the game is pretty much free of choppiness until the Vlad battle, which chugs around 40 fps, starting out, and as the battle progresses (glass and floor busted up), the fps will shoot back to normal. So it's fine to use HBAO and the WS fix together. I did encounter some flickering during deaths, but nowhere else. 0x0000001F is still recommended :thumbup:
Please don't get me wrong, GTA 5 is a great PC game
Great graphics, wonderful optimization and also perfect SLI scaling without any issues.
But it does have its annoying bugs.
I need your help with Skyforge SSAO[or HBAO flags].
Trying to enable ingame AO or Nvidia Inpector variations. Null effect.
SF with ingame SSAO
My Skyforge with Shadows and SSAO on ultra:
Can you test with the WS fix?
anyone have any luck with doa5?