Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by Cyberdyne, Jan 29, 2012.
thank you. Try adding the ENB ssaa & the sgssaa along with those
That looks like a bug TBH. I recall some people saying there was a certain driver version which caused something like that with OGL TrSSAA. Wish I could remember where though.
Try a driver from 6 months ago perhaps and see if it still persists.
If it doesn't, then work your way up until it's broken.
If you don't want to do that. Then just use MSAA for the time being or use DSR if the UI scales properly.
Thankfully 4xogssaa+4xmsaa works just as well for me. I guess im sticking with it. Just suprised no one ever reported it to nvidia.
I sent bug report a long time ago (SGSSAA not working properly), but SGSSAA still doesn't work properly in OpenGL on current driver - 382.33.
373.06 is the latest driver version with proper SGSSAA in OpenGL.
Dang. I aint rolling back that far when i got a fine enough workaround.
I think we all need to get together and make nvidia notice this.
Oh also 12D9 with aa fix seems the best all rounder for source games.
I noticed as well that hl2 has a strange white line through its fences when using sgssaa without aa fix.
Sorry to be a noob here,
Can someone please guide me what to do for good gta v antialiasing on 1080p resolution?
I use 4x msaa and 4x msaa reflections in-game and it is not enough.
reflection aa is a waste imo.
2x msaa + 2x sgssaa + 2x ssaa. Is my best guess but im sure others will give you better solutions. fxaa at 4x ssaa is also really good.
What is sgssaa and ssaa? How to enable them?
Download the latest nvidia inspector https://ci.appveyor.com/project/Orbmu2k/nvidiaprofileinspector
then you gotta select the game profile e.g grand theft auto 5 from the drop down menu. You can search with typed out text so its easy to find out of the 1000 profiles it has. Then scroll down once the game has been selected and find transparency super sampling. enable 2x sparse grid. click apply and boom.
What about 4x sparse? and any other good settings to impove AA in GTA V?
Do I override AA settings? and does MSAA in nvidia inspector work in GTA V?
using more than 2x sparse with any degree of super sampling is frame rate suicide.
4x may not get as much as you want consider in game msaa dosent get alot. but you can try 4xsgssaa with fxaa and see what that gets you.
You cant override or force any anti aliasing on dx10+ games. Just enableing sparse grid is enough.
in order from least to most intensive. top to bottom.
What is recommended? Anisotropic filtering in nvidia profile or in game? or both?
just in nvidia profile , in game set to off
Ditto to this. always ise nvidia af at 16
I wouldn't bother with SGSSAA in GTA V, the quality is poor. Waste of performance. Use DSR+ One of the in game methods.
Also: Nvidia is slow at fixing bugs, especially ones for undocumented obscure features.
I can't seem to access their old bug report site any more. But it took about a year for them to finally fix the SGSSAA stuttering bug that broke after 347.xx drivers
AGAA makes supersampling less expensive,This gives us image quality close to 8x SSAA at a similar cost to 4x SSAA
Cool read. This specular shader artifacting showin in the agaaa/gbuffer images is the problem i have in GTA5 that the sgssaa isn't resolving. The sgssaa does work well on the textures, shadows, road paint, & signage, but not the specular stuff. The reflections from light sources still have artifacts in motion.
Agreed. It was a good read. It sounds like it isn't even out yet, and will probably never come to engines and games that need it like GTAV and Fallout 4. As it is, I'm playing Wildlands in 1080p with no AA since the included ones are so terrible. The TAA in F4 works well enough but with terrible ghosting, while GTAV never seems to have any sort of AA combo that can clean up every aspect.
Would love to see this usable and backwards compatible, but I expect to only see it in UE4+ if it ever ends up coming out.
Oh heck yes. 2xssaa with ue4 taa is great. Just... not good for really PLAYING the game. This should hopefully be combined with dynamic res scaling and bam.
Perfect aa solution.
Dynamic alpha effect res scaling should be a thing too.
Infact can i just go out on a limb and say that dynamic graphical scaling of any kind is something we should see more of?