Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by Cyberdyne, Jan 29, 2012.
0x000000C1 probably will work.
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?
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?
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,
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
Dead or Alive 5
Sonic 4 Episode II
Silent Hill Homecoming
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.
If it's DX9, try 0x000000C1 for SGSSAA and 0x00000041 for MSAA.
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:
Darksiders II value seems to work with Deathfinitive Edition as well.
I just reported to nvidia about my issue
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:
-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.
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
*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
*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.
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
Sir? The post you are linking to, in turn, has a dead link for what appears to be a pivotal image. :cry:
You wouldn't happen to know what was supposed to be there?
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 + 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.
0x000000C0 4xSGSSAA - overbright on highlight
0x000000C0 4xSGSSAA - highlight with postprocessing off
From what I remember it was just an Inspector screenshot showing Enhance Application Setting with 4xMSAA+4xSGSSAA and a -1.00 LOD bias.
Try any of these flags maybe
0x384112C1 (Try this and the one below)with a negative LOD bias. So 4x=-1.00)
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.
-Shadow Complex Remastered-
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.
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!
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
0x080000C1 - SGSSAA
0x080020C1 - MSAA,TrSSAA
MSAA Comparison http://screenshotcomparison.com/comparison/160141
TrSSAA comparison http://screenshotcomparison.com/comparison/160144
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.
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.
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.
How does the TF2 AA fix affect this performance hit?
It doesn't look like it is worth turning off Dynamic Shadows IMO.