Nvidia AA guide

Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by GanjaStar, Jan 16, 2011.

  1. ThEcLiT

    ThEcLiT Master Guru

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    i wasnt using any AA methods before, and just tried global forcing as seen in the previous post picture, and everything is so smooth now. Maybe texture pack also helping this smoothness, not sure. texture pack 128x128: http://www.minecraftforum.net/viewtopic.php?f=1021&t=216917
     
  2. Pill Monster

    Pill Monster Banned

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    Cheers dude, I applied 8x SS trans and looks good...


    Btw do you guys have nvsvs running or disabled.

    I know about the AA disabled thing just wondering if that still applies...I don't think it does...
     
  3. bloodindark

    bloodindark Member Guru

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    shadow harvest aa flag 0x004032C1 msaa and sgsaa

    PS:you will get unplayable framerate if you dont disable the ingame ambient occlusion
     
    Last edited: Apr 6, 2011
  4. GanjaStar

    GanjaStar Maha Guru

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    added to OP.
     

  5. JimBobb

    JimBobb Active Member

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  6. The Sleeper

    The Sleeper Master Guru

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    Never mind :0)
     
    Last edited: Apr 7, 2011
  7. Wanny

    Wanny Guest

    Anyone got a way to force AA in Rift? It uses SSAA, which is pretty lame and overkill.
     
  8. sudanmalkovich

    sudanmalkovich Member Guru

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    For SGSSAA without those BLURRINESS on various titles, use AA compatibility bit 0x000010C1.



    the list below are from 3DCenter http://www.forum-3dcenter.org/vbulletin/archive/index.php/t-490867.html, although they are on german,
    I think it's something about various AA bits for SGSSAA without blurriness on certain titles.
    I've tested myself with COD:MW2 and Mass Effect2 and they worked like a charm.
    and yeah, Kane & Lynch 2 : Dog days with 0x000010C1 works perfect too.


    Batman: Arkham Asylum 0x000010C1 Custom Bit für SGSSAA ohne Blur, vgl. #508
    Battlefield 2 Bad Company 0x004010C1 Custom Bit für SGSSAA ohne Blur, vgl. #362
    Bulletstorm 0x08009CC5 Spieleinstellungen beachten, vgl. #541, alternativ #539 #538
    Borderlands 0x080010C1 Custom Bit für jedwedes SSAA, vgl. #592
    Call of Duty: Black Ops 0x000010C1 Custom Bit für SGSSAA ohne Blur, vgl. #305
    Call of Duty: Modern Warfare 0x000010C1 Custom Bit für SGSSAA ohne Blur, vgl. #305
    Call of Juarez - Bound in Blood 0x000010C5 vgl. #597 #605
    Crysis 2 0x000012C1 Custom Bit, Spieleinstellungen beachten, vgl. (1) #720
    Dark Sector 0x004000C0 Custom Bit für SGSSAA ohne Blur, vgl. #271, (1)
    Dead Space 0x004010C0 Custom Bit für SGSSAA ohne Blur, vgl. #301
    Dead Space 2 0x004010C0 Custom Bit für SGSSAA ohne Blur, Spieleinstellungen beachten, vgl. #427ff #435
    Dragon Age Origins 0x004010C0 Custom Bit für SGSSAA ohne Blur, vgl. #305
    Dreamfall - The Longest Journey 0x080100C5 SGSSAA ohne Blur, vgl. #589
    Fuel 0x000112C1 Custom Bit für SGSSAA ohne Blur, vgl. (1)
    Gothic 3 (auch Götterdämmerung) 0x000010C1 Custom Bit für SGSSAA ohne Blur, vgl. #549 (#712)
    Half Life 2 (CM10.40) 0x004010C1 Custom Bit für SGSSAA ohne Blur, vgl. #576 #527
    Kane & Lynch: Dead Men 0x000010C1 Custom Bit für SGSSAA ohne Blur, vgl. #515
    Mass Effect 0x000010C1 alternativ zur Treibervorgabe, vgl. #287 #355
    Mass Effect 2 0x08009CC5 Custom Bit für SGSSAA ohne Blur, vgl. #344 #355
    Mirror's Edge 0x004010C1 Custom Bit für SGSSAA ohne Blur, vgl. #527 #554
    Medal of Honor (2010) 0x000010C1 Custom Bit für SGSSAA, vgl. #549
    NFS Hot Pursuit 2010 0x004010C5 Custom Bit für SGSSAA, leider verfälschte Farbdarstellung, vgl. #345
    NFS Shift 0x000010C1 Custom Bit für SGSSAA ohne Blur, vgl. #305
    Portal 0x004010C1 Custom Bit für SGSSAA, vgl. #527 #554
    Saboteur 0x00411245 Custom Bit für SGSSAA ohne Blur, vgl. #271, (1)(2)
    Shaun White Snowboarding 0x004010C1 Custom Bit, vgl. #605
    Stalker - Shadows of Chernobyl 0x0000D0C1 Custom Bit für SGSSAA ohne Blur, vgl. #493
    Starcraft II 0x000010C1 Custom Bit für SGSSAA ohne Blur, vgl. #490
    Test Drive Unlimited 0x00001005 Custom Bit für SGSSAA ohne Blur, vgl. #523
    The Witcher 0x000010C1 Spieleinstellungen beachten, vgl. #610
    Timeshift 0x004010C4 Custom Bit für SGSSAA ohne Blur, vgl. #559
    Two Worlds II 0x000012C4 Custom Bit für SGSSAA ohne Blur, vgl. #170


    I wonder what are those numbers at the end for (#610 , #170 and such)

    some of them doesn't work with SLI though.

    Hope these help.
     
    Last edited: Apr 9, 2011
  9. GanjaStar

    GanjaStar Maha Guru

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    if you give me a link to the post where they put all these SGSSAA values, i will make a note in the OP and direct people to it.

    Adding all of it to the main OP would clutter it.

    unless people really want that much space dedicated to SGSSAA. Would be nice to hear what more people think.
     
  10. sudanmalkovich

    sudanmalkovich Member Guru

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    I added a link :)
    I think they're also talking about ordinary AA bits.
     

  11. Pill Monster

    Pill Monster Banned

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    In a nutshell what's Sparse Grid AA ? Is it better or worse than MS or SSAA?

    And yeah if anyone has an answer to my Fallout NV question I'm all ears :) (HDR + AA).
     
  12. GanjaStar

    GanjaStar Maha Guru

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    Sparse grid AA is curently the highest quality and most demanding form of transparency AA. I have never seen anything completely remove all jaggies from transparent textures up until SGSSAA. To put it in perpsective, my gtx260 will go sub30fps in demanding scenes with anything above 4SGSSAA in system shock 2, which is by now a 12 year old game. and this is only at 1680x1050. In crysis 2 4SGSSAA gives me 9fps at lowest graphical settings :nerd:

    Its truly the ultimate IQ setting, one that also has a lot of issues with bluring in recent drivers, which is why there are threads like sudanmalkovich posted.


    Also, what issues are you having with fallout nv? the default NV provided flag isn't working or what?

    in gamebyro poweered games i just use nvida control panel usually since the AA overides are on by default.

    they are post numbers for the threads that are linked for each profile. Will definitely look into their thread to see if anything uselful can be gained without overcomplicating this thread. :)

    thank you for the heads up :)
     
    Last edited: Apr 9, 2011
  13. Konrad321

    Konrad321 Banned

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    *push*

    Petition is closing tomorrow, every vote could be important four our blur free SGSSAA with Lod Bias slider.
     
  14. NaturalViolence

    NaturalViolence Active Member

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    It's a type of SSAA. SGSSAA, sparse grid supersampling AA. It is essentially a hack that causes TRSSAA to always pass the alpha test and therefore supersample every pixel.

    More info.: http://naturalviolence.webs.com/sgssaa.htm

    Neither will happen. Blur-less SGSSAA would require per-game hacks for every game to ensure it doesn't collide with post-processing effects and without thorough documentation from the game developers nvidia can't garauntee it won't cause any issues.

    Since a negative lod bias can screw up complex/unusual texture filtering methods nvidia will never officially support that either. Not to mention neither of these proposed changes will work with d3d10+.
     
    Last edited: Apr 10, 2011
  15. JimBobb

    JimBobb Active Member

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    I do not think, I think it's easier than they think, because the most Games with the same AA Bit prevent the Blur, NVIDIA should instruct the driver and it would work with the most games. AMD has had with the first launch driver also a blurry image, they have fixed it with a driver release and even the negative LOD bias adapted.
    http://www.hardocp.com/article/2009/09/22/amds_ati_radeon_hd_5870_video_card_review/6
     
    Last edited: Apr 10, 2011

  16. Konrad321

    Konrad321 Banned

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    Do you have a source for your claim? Do you know why AMDs SGSSAA implementation does not blur the games? They are using hacks for the games? Are you sure?

    Once again, any source? It sounds rubbish to be honest.
     
  17. leaker

    leaker Member

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    lulz
    For example that German forum that has a list of hacked up AA compatibility bits.. I just tried the ones for HL2 and all Breencasts in game, show up with noticeably reduced brightness/contrast. nvidia can't hack the AA of all games and hope that everything works as it should..

    nvidia themselves.

    http://blogs.nvidia.com/2010/05/introducing-the-new-256-driver-release/

    http://www.pcgameshardware.com/aid,...igher-quality-plus-Nvidia-interview/Practice/

     
  18. JimBobb

    JimBobb Active Member

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    Do you use "0x000010C1"?
    In the most Games work the "10C1" and removed the Blur.
    They forget not, AA Bits are Hacks for Games that Support no AA! NVIDIA has certainly more influence on the Functions.
    With the LOD is really a Problem, but the same applies to AMD and there are SGSSAA Officially in the Driver. We want to but only an Option to manually set the LOD Bias.
     
    Last edited: Apr 11, 2011
  19. NaturalViolence

    NaturalViolence Active Member

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    AMDs implementation has two major differences.

    1. Their method is based on fixed function hardware that oversamples the backbuffer. Nvidia's SGSSAA is a shader that renders to multiple offscreen intermediate buffers and with different sample coordinates for each buffer. It was never meant to be used the way we use it, it was originally meant as a method of TRAA. We're the ones using hacks to make sure the alpha test always fails so it always runs the pixel shader on every sample.

    2. They have an auto lod bias function

    Since AMDs method is hardware based it's limited to d3d9 games only, but it's less likely to collide with any funky post-processing effects. It will blur without a negative lod bias though, where as nvidia's SGSSAA will not (fixed by the auto lod bias they eventually implemented). AMD does apply some per-game hacks just like with MSAA, and a lot of d3d9 titles don't work with AMDs implementation, most do, but not all. Sometimes you need to rename game .exe files to get the driver to use the right profile on an amd card, just like with msaa. That proves they're using some per-game hacks.

    As for my sources, well that other guy already posted the source for my second argument (thanks btw) before I could. Common sense is my source for the first argument. Just look at all the people hacking away at the AA comp. bits to get it working with different games. Usually if a game lets you turn off all of the fancy pixel shaders and post-processing effects that's all you need since their is nothing left to collide with it (I use the term collide loosely). However who wants to do that? So that's why we go to such lengths to find the correct combination of AA bits. Although technically the comp. bits are a hack for the MSAA, I'm not sure if that's currently implemented as a shader or through fixed function hardware. It is interesting to note that the SGSSAA shader relies on MSAA being active in order to retrieve the sample coordinates. When you change the AA comp. bits you are actually "hacking" the MSAA component, which in turn can fix the SGSSAA component.
     
    Last edited: Apr 11, 2011
  20. leaker

    leaker Member

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    lulz
    Furthermore nvidia's stance is to add AA compatibility bits (for override) only after a) talking to the game's publisher and b) only if the game in question lacks an in-game AA function (even if it's something like a blur shader which isn't "proper" AA, then the game does not qualify for adding AA override).

    http://forums.nvidia.com/index.php?showtopic=192237&view=findpost&p=1199583

    If they are this strict about adding MSAA override to games, I can't imagine they will be happy to add per game AA hacks to better support the unofficial SGSSAA mode that initially became accessible to the community by accident.
     

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