NVidia Anti-Aliasing Guide (updated)

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

  1. 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
  2. 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.
     
  3. 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.
     
  4. 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

  5. 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.
     
  6. 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.
     
  7. 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.
     
  8. 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.
     
  9. MrBonk

    MrBonk Ancient Guru

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    That's great, would you mind just making a post for Grim Dawn including your prior comparisons and this? I am all for making it known that it might be impossible to force SGSSAA or that you don't need bits for MSAA and that there are other methods available.


    ALSO:

    Would you mind trying 0x00000041 for SGSSAA?
    Would you also try enhancing the in game MSAA with SGSSAA? (No 8xMSAA needs to be real MSAA not CSAA if you try 8x)

    Also: Forcing SGSSAA without bits is blurry. Try a -1.5 LOD bias for 4xSGSSAA and then try sharpening it with SweetFX a bit maybe. It might be usable too.

    You can also try enhancing the in game MSAA with an HSAA mode, like 4xS Enhanced + 2xMSAA+AtC in game + 4xTrSSAA

    Another DSR scale to try would be 1.5x1.5 instead of 2x2 to gain some performance. You might wish to try using Driver on top of MSAA/TrSSAA with DSR as well. It can help out a bit and usually oversampling negates blurring effects. (As well as a slightly lower Smoothness setting. Like 1.5x1.5x+4xMSAA+2xTrSSAA+AtC+Driver FXAA @25% Smoothness)
     
  10. MrBonk

    MrBonk Ancient Guru

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    Once you get to other parts of the game, performance is better. The Opening scene is really bad. But the AA fix adds no quality (Makes edge quality worse).


    Here's a couple comparisons. One at 1080p and one at 765P both with 8xSG
    http://screenshotcomparison.com/comparison/160227
    http://screenshotcomparison.com/comparison/160228

    This is on a 980 mind you. Not great performance.

    I think using MSAA +In Game FXAA(DoF=True must be set)+Downsampling will yield the best results in DX9.


    Using 20C1 for SGSSAA produces perfect AA (Bloom/DoF still flicker a bit) but it's soft (-lod and sharpen would help) and the performance penalty is a bit steeper.


    Alternatively disabling the Post Processing entirely with DoF=False will also gain some performance back. But you lose all PP.
     

  11. MrBonk

    MrBonk Ancient Guru

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    SSAA in the new Tomb Raider doesn't look very good. They just seem to be doing a standard OG with a bilinear/box resolve without even combining it with FXAA at least to help with high frequencies and edge quality.
    http://screenshotcomparison.com/comparison/160266
    http://screenshotcomparison.com/comparison/160267
    http://screenshotcomparison.com/comparison/160268
    http://screenshotcomparison.com/comparison/160333 (Meanwhile the water reflections here are a blurry upscaled mess regardless.)
    Not my comparisons.

    It doesn't look good considering the performance penalty i've seen in reviews.
     
    Last edited: Feb 2, 2016
  12. KainXVIII

    KainXVIII Active Member

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    GUILTY GEAR Xrd -SIGN- uses typical UE3 bits? Game aslo uses dx9.0..
     
  13. jiminycricket

    jiminycricket Master Guru

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    Assuming a DX9 title with good in-game MSAA, is there any perf/IQ difference between enhancing it with SGSSAA, or overriding and forcing MSAA+SGSSAA? Or do AA compatibility flags only work when overriding?
     
  14. Enterprise24

    Enterprise24 Active Member

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    Does anyone know compatibility bit for Sims 3 and Sims 4 ?
     
  15. chiadretti

    chiadretti Member

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    great guide
     

  16. Digika

    Digika Active Member

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    UPD: nvm, it is d3d11
     
  17. MrBonk

    MrBonk Ancient Guru

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    It probably does. Try 0x080010C1
    Enhancing almost always depends on the in game AA's quality and implementation. (Look at the example of Grim Dawn on the last page)
    The only exception I know of is Fear 2.

    0x000000C1 is a place to start.
    0x00000041 is too.
     
  18. KainXVIII

    KainXVIII Active Member

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    Thanks, now game looks even more amazing!
     
  19. MarcinPL

    MarcinPL Member

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  20. MrBonk

    MrBonk Ancient Guru

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    Glad it could help. Also: Make sure the in game AA is disabled if it has FXAA like most other UE3 games.
    Not sure what problem is. Need before after shots
     

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