NVidia Anti-Aliasing Guide (updated)

Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by Cyberdyne, Jan 29, 2012.

  1. MrBonk

    MrBonk Ancient Guru

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    0x000000C1 probably will work.
     
  2. KainXVIII

    KainXVIII Active Member

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    Works well from first minutes, but need test it more (AA fix will get rid of lines in shadows i think).
    But at map screen fps drops to 45 at 4XSGSAA =(
    Also game jitters like mad if steam fps counter is turned off, strange.

    PS - 2xSGSSAA works well or only 4x/8x?
     
    Last edited: Jan 25, 2016
  3. GhostWind

    GhostWind Active Member

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    Hi. i don't know where else could i post this but i'm having a small issue... the issue is with Anti Aliasing apply to Dragon Ball Xenoverse for some reason the game stutter like creazy, but here is the weird part when i turn on the frame rate counter on steam overlay the stutter stop for good. Why is this happening, anyone have a solution for this?
     
  4. MrBonk

    MrBonk Ancient Guru

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    The "Jittering" or "Stuttering" unless you enable a FPS counter is a driver bug that Nvidia has ignored..

    This bug started after 347.88(The last working driver without the issue).
    I've been reporting this and trying to get Nvidia to do something about it for over half a year now.

    It only affects some games and not all games.


    If you wish to help see it resolved, PLEASE follow this link,
    https://nvidia-submit.custhelp.com/app/ask
    Make an account.
    File a bug report.

    Include your own details about what is wrong.
    Include a reference to bug ticket 150814-000058 (My current open ticket that has had responses until July/2015 and has since been IGNORED)
    That it was last working without this problem with 347.88

    And include this known list of games
    PinballFX2
    Dead or Alive 5
    Sonic 4 Episode II
    Silent Hill Homecoming
    Ducktales Remastered
    Batman Arkham Asylum
    Mass Effect 3
    Metal Gear Rising Revengeance
    Dead Space 1
    Final Fantasy IV (If you wrap the game to DX9 with GLDirect. Doesn't happen when forcing SGSSAA in OpenGL)
    Dragon Ball Xenoverse
    Dragon's Dogma Dark Arisen

    Mention as well that the easiest way to test is to do the following



    The more people that complain about this, the more they will likely listen.
     
    Last edited: Jan 27, 2016

  5. MrBonk

    MrBonk Ancient Guru

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    If it's DX9, try 0x000000C1 for SGSSAA and 0x00000041 for MSAA.
     
  6. MrBonk

    MrBonk Ancient Guru

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    And it's official. Minus.com SUCKS.

    Practically all of my image links from the last 3 years do not work anymore.

    I don't have all of these images anymore. And replacing them would be a large amount of effort. D:
     
  7. dr_rus

    dr_rus Ancient Guru

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    Darksiders II value seems to work with Deathfinitive Edition as well.
     
  8. GhostWind

    GhostWind Active Member

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    I just reported to nvidia about my issue
     
  9. MrBonk

    MrBonk Ancient Guru

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    Thank you. I'll edit the entry for AO and AA.
    Thank you. The more people complain about it, the more likely they are actually to give a derp.

    Somehow, i'm actually getting some level of response over something as simple as DSR's Gamma Correction breaking with 16-bit Color (Also broke after 347.88), but not the massive AA stuttering. :bang:
     
  10. MrBonk

    MrBonk Ancient Guru

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    -Mighty No.9- (Currently based on Sept/2015 KS demo)

    EDIT: Now that the retail game is out. Much of this still applies. However now do NOT have MSAA enabled in game at same time as SGSSAA.
    4xSGSSAA should be fine if you want to use SGSSAA though, performance is not as bad. (probably a memory bandwidth issue)

    Disabling Bloom is optional if you don't mind FXAA that only appears on certain stages being on. It just makes it slightly softer.



    AA fix increases performance cost for no visual change. Do not use.

    General information:
    Since this is still in development, things may change. Hopefully some will. As is, there are some oddities.


    *Game has MSAA and it works and is decent quality
    http://screenshotcomparison.com/comparison/144593

    *But game has FXAA and no toggle for it. BUT it only applies sometimes in the home menu. And is always on on the OP stage and the Military Base stage. But not the oil field stage.
    The only way to disable it is to disable the "Bloom" setting.
    This has the same drawbacks of recent UE3 games, disabling Bloom disables Motion Blur (regardless of menu setting), Tone Mapping and Bloom.

    Bloom on vs Bloom off
    http://screenshotcomparison.com/comparison/144591
    http://screenshotcomparison.com/comparison/144621/picture:1

    *With PP on there is a slightly significant performance cost

    *Bloom quality varies from stage to stage, in OP stage it is very low quality and flickers/crawls with and without SGSSAA. In Oil Field stage it's good quality and doesn't have this issue. In the Military Base Stage it's Ok quality without SGSSAA but with SGSSAA has same issues as OP Stage.

    *The way Shadow Maps are set up to render can cause otherwise perfect performance come crashing down. (With forced AA and when running at high resolutions or high resolutions with MSAA)It doesn't matter whether the Shadow Maps are 512x512 or 4096x4096
    In one scene, with enabled it's close to 100% GPU usage and sub 60FPS at 1080p. With them disabled it drops by 25-35% or more and is perfect 60FPS. (This is on a 980. Maybe something in my system?) Disabling Shadows and Post Processing is the only way I can get 1080p60 with 8xSGSSAA .

    Ex comparison with 8xSG
    Here the fans in the background turn and there are some very small shadow effects on the ground of the blades moving. Just a few spots, not one for every fan.
    http://screenshotcomparison.com/comparison/159956 The framerate with it on here is decieving. When this is going on it's dropping constantly all over the place into the 50s or so.

    _____________________________________
    Flags-SGSSAA
    0x080000C1 (Sharpest)
    0x080100C1 (Best Quality) (4x/8xSGSSAA only) + Negative LOD Bias to make it sharper.


    Another good cheap solution is 2x2 DSR + 2xMSAA in game + Driver FXAA. It doesn't fare as well temporally as 8xSGSSAA with some elements. But edge quality is very good, probably better statically.



    No AA | Call |OP|Millitary
    0x080000C1 8xSGSSAA | Call |OP|Millitary
    0x080100C1 8xSGSSAA| Call |OP|Millitary
    0x080100C1 8xSGSSAA -1.5 LOD| Call |OP|Millitary
     
    Last edited: Jun 22, 2016

  11. Goose

    Goose Member Guru

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  12. Goose

    Goose Member Guru

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    Last edited: Jan 30, 2016
  13. Dreadmoth

    Dreadmoth Member

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    Trying to figure out an SGSSAA flag for Grim Dawn...

    No bits needed for plain MSAA, CSAA (enable in-game Alpha to Coverage option for CSAA to have an effect), TRSSAA.

    SGSSAA with no bits seems to work, but is quite blurry.
    With 0x000000C0, the blur is reduced, but bloom becomes extremely bright whenever you highlight an NPC / enemy or if an item label is on-screen. This can be bypassed by disabling postprocessing, but doing so makes the game look rather dull.
    In-game Alpha to Coverage option must be disabled when using SGSSAA to prevent bad aliasing on grass.

    4xMSAA
    4xMSAA + Alpha to Coverage (in-game option)
    4xMSAA + 4xTRSSAA
    4xMSAA + 4xTRSSAA + Alpha to Coverage (in-game option)
    8xCSAA + 4xTRSSAA + Alpha to Coverage (in-game option)
    32xCSAA + 8xTRSSAA + Alpha to Coverage (in-game option)
    Notice the plant near bottom-left which isn't anti-aliased in any of the above shots.

    0x00000000 4xSGSSAA
    0x000000C0 4xSGSSAA
    0x000000C0 4xSGSSAA - overbright on highlight
    0x000000C0 4xSGSSAA - highlight with postprocessing off
     
    Last edited: Jan 31, 2016
  14. MrBonk

    MrBonk Ancient Guru

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    From what I remember it was just an Inspector screenshot showing Enhance Application Setting with 4xMSAA+4xSGSSAA and a -1.00 LOD bias.
     
  15. MrBonk

    MrBonk Ancient Guru

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    Try any of these flags maybe

    0x384112C1 (Try this and the one below)with a negative LOD bias. So 4x=-1.00)
    0x384112C5
    0x384002C1
    0x004010C0
    0x084000C0
    0x084012C0
    0x000000C5
    0x00000081
    0x002000C1

    You might also be able to just leave the PP disabled and try to mimic it using SweetFX or ReShade(Which unfortunately even with Depth detection disabled might break the AA anyway) or using GeDoSaTo's Post Processing.
     

  16. MrBonk

    MrBonk Ancient Guru

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    -Shadow Complex Remastered-

    General information:

    The game has been patched so the UI isn't super tiny at high resolution. Which is good. Makes downsampling viable.

    Performance in DX9 mode isn't as good as DX11, and the Bloom and DoF are both of meh quality in DX9 mode.
    Disabling DoF in .ini will disable all Post Processing. And that's the only way to disable Bloom as well.


    Even with Post Processing enabled, this is another UE3 game where disabling Dynamic Shadows will dramatically increase performance with forced AA.
    (Though it might be limited to JUST the opening area of the game which is a performance HOG)

    I don't know if it's just my CPU or set up or what. (i7 950 4Ghz with a 980)
    At 1360x765 with 8xSGSSAA framerates double with Dynamic Shadows disabled.
    http://screenshotcomparison.com/comparison/160127

    And it gets worse in this area as it goes on. Just a few steps out into a firefight with shadows it drops to around 40 or so with 4xSGSSAA at 1080p!
    http://abload.de/img/shadowcomplex-win32-epauq8.png

    Perhaps it's just this opening area.

    Performance does get better in the main chunk of the game it seems like
    Ex: 4xSGSSAA here http://abload.de/img/shadowcomplex-win32-e61klb.png
    http://abload.de/img/shadowcomplex-win32-e70u22.png
    http://abload.de/img/shadowcomplex-win32-e2yu49.png
    http://abload.de/img/shadowcomplex-win32-etou3v.png
    _________________

    0x080000C1 - SGSSAA
    0x080020C1 - MSAA,TrSSAA


    MSAA Comparison http://screenshotcomparison.com/comparison/160141
    TrSSAA comparison http://screenshotcomparison.com/comparison/160144

    SGSSAA comparison
    http://screenshotcomparison.com/comparison/160145
     
    Last edited: Jan 31, 2016
  17. Dreadmoth

    Dreadmoth Member

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    Thanks, tried them out:

    0x384112C1 - Coverage appears identical to 0x000000C0, overbright on highlight
    0x384112C5 - Bad aliasing, overbright on highlight
    0x384002C1 - Coverage appears identical to 0x000000C0, overbright on highlight
    0x004010C0 - Coverage appears identical to 0x000000C0, overbright on highlight
    0x084000C0 - Coverage appears identical to 0x000000C0, overbright on highlight
    0x084012C0 - Coverage appears identical to 0x000000C0, overbright on highlight
    0x000000C5 - Bad aliasing, overbright on highlight
    0x00000081 - Coverage appears identical to no bits (blurry), no overbright
    0x002000C1 - Coverage appears identical to 0x000000C0, amplified overbright on highlight

    I noticed that if I move or rotate the camera with the NPC highlighted, the bloom effect seems to get stuck onscreen - looks like the bloom (and everything else) is rendered normally underneath, but stacks with the stuck frame: http://i.imgur.com/2aUTHFM.png (using any of the affected bits I've tried aside from 0x002000C1, which is pretty much solid white everywhere except the highlighted NPC / item label)

    Could do some contrast and vibrance tweaking, but the different colour grading (and possibly altered strength of bloom and other effects) used for different times of day and for different areas might be tricky to replicate with a single config.
     
  18. MrBonk

    MrBonk Ancient Guru

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    Yeah, I am running into similar issue with Shadow Complex. Game has poor Bloom/DoF. Either I get those or no PP at all. Trying to replicate the rest of the stuff is impossible because it's programmed to change dynamically.

    In SC's case, in DX11 mode, the DoF is a lot better. And just using downsampling+FXAA produces the most balanced results when it comes to the PP. The Bloom scales with resolution, so it looks a lot nicer when downsampled. AA isn't perfect with this option, but still very good.


    Speaking of, if the game doesn't scale it's UI with resolution. You could force MSAA/TrSSAA and then downsample some.
     
  19. Dreadmoth

    Dreadmoth Member

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    UI scaling can be a bit fiddly if you want to keep things the same size when downsampling, but it's doable - made a guide a while back (also useful for exceeding in-game UI scale slider for very high resolutions).
    The in-game slider works fine if you're not bothered by things being a bit larger / smaller than they would be at native and aren't running a very high resolution.
    Text can look a bit weird with some UI scale settings.

    2xDSR (2715x1527) with 8xCSAA, 4xTRSSAA and Alpha to Coverage - slightly more performance intensive than 4xSGSSAA, but has better edge coverage and sharper textures. May be less temporally stable.
     
  20. GuruKnight

    GuruKnight Master Guru

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    How does the TF2 AA fix affect this performance hit?
    It doesn't look like it is worth turning off Dynamic Shadows IMO.
     

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