Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by Cyberdyne, Jan 29, 2012.
New Metal Gear GZ?
Thanks! Just need this one last post before I can link some screenshots....
Thanks for taking the time to post all that information, I'll have time to mess around with that this weekend and will post results.
I did make some good progress getting GeDoSaTo working with Killing Floor. Got it running at the following resolutions with no framerate loss but significantly increased GPU usage.
Can use 4x MSAA with 3840x2160, 2xMSAA with 5120x2880 & no AA at 7680x4320.
I know imgur sucks for large screenshots but nowhere else would let me upload something in 5k so it will have to do:
Killing Floor at 5120x2880: http://i.imgur.com/4fldU6s.jpg
Mouseover the picture to swap back and forth
1920x1080 8xAA vs 3840x2160 4xAA (lanczos downsampling):
1920x1080 8XAA vs 7680x4320 no AA (lanczos):
3840x2160 4xAA (lanczos) vs 7680x4320 no AA (lanczos):
1920x1080 no AA vs 1920x1080 8xAA:
In order to get GeDoSaTo to work with killing floor you have to manually edit the KillingFloor.ini file to change the resolution to the one you want to downsample from. Unlike most games the custom resolutions do not show up in game to choose from.
Also the mouse capturing fix does not work, it crashes the game when enabled. The easiest workaround is pressing Win+P and temporarily disabling everything but the primary monitor. Not 100% ideal but it works.
How to unlock framerate in multiplayer:
Finally I also figured out how to uncap the framerate in multiplayer. So in solo killing floor or as server host your framerate is uncapped & this game is pretty easy to max out at 144hz. In multiplayer it is capped to 84 or 90 by default (varies). In order to remove this cap first you have to edit KillingFloor.ini and change this line to your refresh rate.
Next, when you enter a server open console (~) and type
As soon as you do this the framerate should unlock. Since you have to do this part every time you join a server you can speed this up by binding it to a key in the user.ini file. I have mine bound to H like this:
Short vid showing the unlock working: https://www.youtube.com/watch?v=AoYOLG7QiD0
DX11 only. Impossible.
Figured out today that you can use GeDoSaTo with DSR.
Have only tested when using for post-processing though. (EDIT: It does work for downsampling too! Neato, this is actually a great thing for games that still have problems with only 2x2 with DSR. As DSR falls apart in quality after 2x2, 3x3 is usable but less than desireable. So you can essentially do 2 stage downsampling with DSR! Comparison > http://screenshotcomparison.com/comparison/105672 )
In a specific example, I was able to fix the horrible point scaling for 2D images in Ninja Blade, while also using GeDo Film Grain and using DSR+4xSGSSAA for AA.
^ Comparison at rendering resolution
I previously thought that Ninja Blade on PC was unplayable, well i've made great strides tonight to getting basically stable performance and patience to deal with the game's quirks (On for example is the 30FPS cap is on by default, but it's RIDICULOUSLY unstable. The game will drop into the 20s with it enabled for no reason. Where as an unlocked framerate + a 30FPS cap+1/2 refresh= no problem. The larger problem is that this is enabled by default no matter what. So you have to disable it every time you start the game. )
Another large issue, is that forcing AA in Ninja Blade is Impossible. But using DSR and enhancing and other tricks you can get basically perfect AA.
http://screenshotcomparison.com/comparison/105669 (one example).
I'll make a guide for this soon as I finish testing and looking for HBAO+
Hi guys, posting an overdue update (That i've had done for over a month now >_>) for
I don't know what it is, but there is a trend among some UE3 games in recent years. This manifests in the form of what everyone would interpret as "white lines" around lots of objects or certain things.
The next game I am posting about has the issue as well. To me it seems like some kind of masking that was never error corrected or something.
This ends up causing some issues with things like SGSSAA because it can't fix these issues. Leaving a blemish on an otherwise perfect image. Downsampling makes it smaller but doesn't eliminate it. The in game MSAA has no effect on it. And in general itself is ineffective with all the other aliasing issues abound.
In the case of Alien Rage it manifests around certain baked shadow elements and some objects. The easiest and most apparent case is early in the first mission as you infiltrate through some air vent systems. > Here's an absurdly large screenshot (jpg to make reasonable) so you can see them even larger
Notice that they are strongest when the baked shadow is overlapping any given piece of geometry. This particular baked shadow moves/rotates, no shadow settings affect or change how it looks.
You can make it so the shadow is basically just overlapped without any proper blending by using maxqualitymode=true to make the issue even more apparent!
It's very suffice to say it looks like garbage. Here's another example (notice the crate)
So it's readily apparent that the best AA results will come with some mix of downsampling, but not only will you improve IQ that way, effects like the Depth of Field, Bloom/HDR highlights are fractional and improve exponentially in quality with increases in rendering resolution!
My personal recommendation is DSR+HSAA or SGSSAA. If you have the performance to spare, it looks REALLY good.
Switching gears in regards to AO, the in game SSAO is typical UE3 crap AO.
Some shots of this
Only 1 AO flag produces good and acceptable results. Though it's not without it's own random quirks. Such as similar fogging up close but without all the garbage low resolution artifacts
http://i.minus.com/ibhgxQSfMX8IR4.png (Moved as close as possible to a wall to show how bad it can get)
Strangely however,:3eyes: this changes with resolution. For example using 2x2 of my monitor results in none of these issues and perfect AO
Using a trick to get 3x3 my resolution instead, produces similar results to native resolution:3eyes: http://i.minus.com/i519H6cYL5IAP.jpg (Super high res screenshot) So your mileage may end up varying!
0x080000C1 - SGSSAA,OGSSAA,HSAA (+-SGSSAA)
No AA- Vents|Enemy
4x4 OGSSAA- Vents|Enemy
2x2 DSR+4xSGSSAA- Vents|Enemy
2x2 DSR+4xS+2xSGSSAA- Vents|Enemy
No AO -Start|Vents|Enemy
In Game SSAO-Start|Vents|Enemy
Thanks Bonk. I purchased Alien Rage a while back during a Steam sale and only ever played the first level.
Graphics aside, how is the actual game?
I also have a question about OGSSAA.
I'm confused because I thought Ordered Grid Supersampling was just another term for Downsampling, but I've seen some people talking about using OGSSAA through Nvidia Inspector.
Is there a difference between OGSSAA and creating a custom higher resolution using Nvidia Control Panel or is it the same thing? I don't even see OGSSAA listed anywhere in Inspector.
Well the bottom line is, it's about - increasing the number of samples to decrease the aliasing.
Downsampling increases the samples by increasing the resolution, it's essentially a brute force method to increase the sampling count when OGSSAA doesn't work.
(Feel free to correct if I'm wrong)
Another i've had done.>
-A Tribute to Donkey Kong Country-
General Information, tweaks & AA:
*NOTE* You will NEED to rename the game's "UDK.exe" to something else in order to add it to a profile. Much like other UDK games * NOTE*
Another game that runs on UE3, UDK specifically the build from 10/2011. And it ends up sharing many undesirable traits from other UE3 projects of this time period going forward. Some similar to Alien Rage.
-Strange Masking'esque white outlines/subsampling on certain things | Ex screenshot 1,Ex2
-Many more baked shadows that are fixed in resolution and can't be increased in size (Mostly)
-Shoddy built in SSAO that can only be disabled via config file changes
-You either get all post-processing ;including FXAA; or NONE.
Post Processing is toggled via "DepthOfField=" and SSAO via "AmbientOcclusion=" settings respectively in the
C:\UDK\A Tribute To DKC\UDKGame\Config
So this means by default, SGSSAA applies and collides with FXAA :stewpid: , as in other UE3 games like Flashback,Red Sabre,Zeno Clash II,etc.
However, while there are some small artifacts, the conflict isn't as bad or pronounced as many others, namely Flashback. So it's still useable without too many drawbacks. 4xSGSSAA+1.5x1.5 DSR pretty much negates any negative effects entirely. However performance at this point isn't very high. But that's just me and my GTX 570 trying to render 2.25xSSAA,4xSGSSAA,Max Quality Mode, Higher resolution shadows, greatly reduced texture streaming (More kept in VRAM for less issues) and HBAO+ at the same time hahah!
Here are some comparisons to start off including AA Information.
0x080000C1 - SGSSAA - Needs AA Fix! (Otherwise there will be some white lines here and there. I had screenshots..but I seem to have deleted by accident)
There are several other useful tweaks you can make to the game;
Shadow resolution and draw distance - A large portion of the shadows are not really directly tweakable for whatever reason. Changing the filtering method will change it on 90% of shadows, but resolution changes only affect shadows cast by objects like Characters, dynamic objects,etc. HOWEVER, there is a clutch, in the above Engine.ini file under "System settings" the variable "
When set to "True" will increase the quality of all of these shadows that don't scale with the regular settings, this will also increase Shadow LOD and draw distances.
Max Quality False -Map|In Game
Max Quality True -Map|In Game
Texture Streaming - You can help reduce streaming issues by increasing the
to a value of your choosing. I used 320. You can also add
To the end of every "TEXTUREGROUP" except for shadows which already has it. (Just change it to 0 from 3). Do note however, this does increase VRAM usage by a large amount as per usual.
*Remember to disable the built in SSAO via "AmbientOcclusion=False" in the .ini noted above!*
There are 3 very usable flags with varying coverage and results! All much better than the built in SSAO. Do note though that while 2F will show bleeding at the title screen, it doesn't at all in-game regardless of circumstance that I could fin. (I had a screen of this but deleted it >_> )
No AO -Settings|Map|Trees|House|Cave|Grass|Landscape
In game SSAO -Settings|Map|Trees|House|Cave|Grass|Landscape
10 HBAO+ -Settings|Map|Trees|House|Cave|Grass|Landscape
2F HBAO+ -Settings|Map|Trees|House|Cave|Grass|Landscape
30 HBAO+ -Settings (Forgot this one.)|Map|Trees|House|Cave|Grass|Landscape
Here are some polished screenshots with all of the above tweaks with 1.5x1.5+4xSG+HBAO+
C:\UDK\A Tribute To DKC\UDKGame\Config
Personally from the time I spent test playing it. I thought it was pretty fun for what it is. Lots of interesting weapons, challenging AI, good voice acting and IMO great aesthetics.
Driver OGSSAA and Downsampling (Depending on method) are essentially the same with a few differences. (They are both technically OGSSAA)
dOGSSAA uses the standard Box reconstruction filter from the GPU and also does some automatic LOD adjustment. (Which can be both good and bad)
One downside of this is that it may not affect and oversample all buffers and/or any fractional buffers. Where as with downsampling, any fractional buffers will have increased precision/resolution due to fractional rendering.
Fractional buffers are buffers typically done at a fixed integer multiple or fraction of the base rendering/display resolution. Examples include 1/4th resolution (Reverse 2x2), 1/8th and so on.
If in integer multiples, it might be 00.25 (Same as 1/4th), or 00.65 or any number they desire. (0.65 of 1920 for example is 1248).
Downsampling's final IQ can vary greatly depending on whether you use regular Bilinear Driver Downsampling, DSR or even GeDoSaTo which has 4 filters to choose from; Nearest,Bilinear,Bicubic,Lanczos;. Filters largely come down to preference, even though a few or even one may be objectively better than the others.
If your game's UI doesn't work on a fixed scale, with downsampling mouse input and UI size will become unplayable. Where as with Driver OGSSAA if it works with the title will have none of these issues and similar performance.
Performance wise, it can end up being similar, the same or very different on a case by case basis.
IQ here's an old comparison I did of Dark Souls with DSFix 4x4 Downsampling and 4x4 dOGSSAA >
So when you say "driver" OGSSAA, are you talking about enabling it through Nvidia Inspector or another 3rd-party program? I still don't get how to do that.
It's this setting in Inspector >> http://img.techpowerup.org/141228/nvidia_20141228_191753.png
Check that link, Bonk. It's not working for me.
Ah...ok. Thanks Bonk.
So OGSSAA only works in D3D eh? Does it also have the same limitations as the other forms of AA when it comes to DirectX 11?
Yes (Though some HSAA modes work in OGL too), and yes same limitations.
mr bonk plz help me
i really love to combine smaa and dsr and i think its the best aa i have ever seen but smaa doesnt work with dx11 games like assassin unity plzz help me
Those games usually have it built in. Other than that I think you are out of luck.
I think RadeonPro might work with DX11 to use SMAA?
Not sure, but the Reshade(Beta if I am right) might support it.