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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    Well all it's doing with Enhance is augmenting the in game solution> So no it's not really working still then is it?

    Very strange. I don't have a Win 10 build I can test this with sorry. Hopefully someone else sees this and tries it who cant.
     
  2. AATT

    AATT Master Guru

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    any advice on dsr settings on 4k monitor, its for rs2 an ue3 game with only fxaa as an in-game option

    going by the x1.25/1.5/2.0 etc. its either not available or too high, so is the odd x1.78 a good factor which would result in 5120x2880 aka 5k?

    i read about pixelcrawling n stuff but its confusing, then there is the smoothing too

    i guess 1.78 would appear smoother as for example 2.0, would lowering the smoothing help with that?!
     
  3. Martigen

    Martigen Master Guru

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    At 4k native you're probably better off using Reshade and applying high-quality FXAA or SMAA to smooth jaggies.

    DSR is great, but anything less than 4X is going to introduce artifacts (since the pixels can't be evenly multiplied). This is why the smoothing setting exists, to try and cover these up, but it's terrible. I only use DSR when I can 4X, and set smoothing to 0%.

    But as you're noting, at 4K native going 4X is going to crush whatever GPU(s) you have. So, stick with native and apply SMAA via Reshade.

    My 2c.
     
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  4. JonasBeckman

    JonasBeckman Ancient Guru

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    Modern games can be a real pain due to shaders (Reflections for one.) and specular highlights (Physical based lighting can have a lot of this.) introducing aliasing which FXAA and SMAA are only partially effective against, 4x DSR or double the width and height helps but even that doesn't completely eliminate aliasing (Modding it to higher values is also going to really hamper framerate although 1920x1080 -> 3840x2160 is already really demanding as is.)

    Leaving temporal AA but that's going to be a problem getting it as a injectable shader via e.g ReShade even if some attempts have been done and are currently being looked into and game implementations vary in effectiveness and also importantly blurriness and jittering.
    (Early SMAA T2X had a issue with crawling and ghosting too if framerate dropped to a low value.)

    So now geometry and transparency is handled nicely but add the really popular but also really error prone screen space reflection technique and aliasing is back and that's just one effect of several.
    (Alien Isolation has this lovely and completely impossible barrel distortion effect as I recall, even gave 4x4 downsampling problems until a temporal anti-aliasing technique got modded in a while back.)


    EDIT: Though Rising Storm 2 on UE3 as I remember isn't too heavily customized so it might be easier to get rid of aliasing. (A low amount of smoothing to not blur the image when using a non-even scaling multiplier could help.)

    I think I got the game right, there's a stand alone Vietnam version too which is probably a bit newer and might have some additions in the engine but probably nothing too difficult to deal with far as aliasing is concerned.
    (Vegetation is going to be a issue performance wise though, possibly.)
     
    Last edited: May 28, 2018

  5. MrBonk

    MrBonk Ancient Guru

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    I'm sorry what? The pixels can't be evenly multiplied? This isn't integer scaling a 240p NES game. It doesn't work the way you think it does to reduce aliasing and despite the final resolution rounding with imperfect aspect ratio matches. It will not introduce any artifacts what so ever.
    The whole point of the resolve filter is how to determine how to average input to output and how that final output looks. Having an odd number of input pixels vs output that don't divide evenly isn't going to introduce artifacts like trying to nearest neighbor upsample one resolution to another without whole numbers where you end up with shimmering and unevenly shaped pixels.

    If you are that picky about having clean numbers with DSR you can easily edit the registry to give you finer control (1.7x1.7 or 3.5x3.5 for example), or you can ALSO use 2.25x DSR which results in a perfect 1:1 aspect ratio match and is 1.5x1.5 each axis.

    I've done several A/B test with the same scene downsampling one of the rounded resolutions vs a resolution without rounding and there is zero artifacts introduced into the mix that don't already exist in the original output to begin with. (When using non 0% smoothness.)


    Oversampling without whole numbers =/= Upsampling without whole numbers.
    Of course unless you are downsampling with a nearest neighbor resolve or 0% smoothness (or close to it), in that case what's the point of downsampling in the first place? Of course that is going to introduce artifacts, it's basically point sampling.
    You are just throwing away that performance meant to reduce aliasing to simply add aliasing back into the image with 0% smoothness. 0% smoothness looks hilariously bad the higher the resolution you use. (Trying using it over 4x DSR).
    And here's a rough example of 4x pixels in vs 1 pixel out with integer downsampling (Close to 0% smoothness) and a proper resolve filter bicubic.
    The image seems so much sharper with integer downsampling, but that's literally all aliasing that you have introduced into the image by using this setup.
    http://www.screenshotcomparison.com/comparison/114490



    OP: Unless you have a lot of performance to spare, I would just use whatever the game ships with. If you do, use whatever the game came with and use as high a DSR resolution as you can without losing the performance level you want. The only problem you are going to run into with using DSR options other than 2.25x and 4x (They all involve rounding up to get the resolution value), is if the game is very picky about aspect ratios or it doesn't support arbitrary resolutions. (Lot of Capcom games)
    And don't use 0% sharpness. If you love games being as sharp as possible. Just sharpen the image after using a higher smoothness value. Reshade has a lot of good sharpening options these days that can recover a decent amount of high frequency information without emphasizing and introducing aliasing back into the image. (When used reasonably)
     
    Last edited: May 29, 2018
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  6. AATT

    AATT Master Guru

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    aliasing per se is not the dealbreaker here on 4k, i dont notice it that much, its just that some lines on rooftops etc. sort of "move" by themselves even when standing still on native 4k and nothing else, if going dsr to 5k its gone, only slightly appears again when moving, but fps drop to high 50s like that if shooting and moving the turret like crazy on the shooting range xD so i think dsr is not an option, i looked to the AA master list and rs2 is there but only with dsr note so i guess the only thing left is the injecting, i had reshade once and found that to be a bit complicated to set up, and smaa wont get rid of the stuff i mentioned anyway i guess?!

    the in-game fxaa does nothing at all, i cant notice any blur or positive effects whatsoever lol, maybe broken

    ps but still its way more stable and clear picture than bf4 here, so in that sense ue3>frostbite (comparing to 4k+150%res. scale +fxaa high that is xD)
    injecting temporal aa with ss bits would be awsome and the end of all aliasing pain

    #2
    reduced some settings, fps are fine now with dsr, visually about the same
     
    Last edited: May 29, 2018
  7. Terepin

    Terepin Master Guru

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    I just wish to see more of SMAA T2x and especially SMAA 4x. I don't know why no one is using that one.
     
  8. tesseract

    tesseract New Member

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    What games have a good SMAA T2x implementation? The only one that I am familiar with is the one in Alien Isolation that doesn't do much to most of the temporal aliasing. The modded-in TAA worked a lot better, apart from the ghosting artifacts and smoothing out some of the particle effects.
     
  9. Terepin

    Terepin Master Guru

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    Far Cry 4 has the best SMAA T2x implementation to this date. Even TXAA looks like crap compared to it.
     
  10. SpookySkeleton

    SpookySkeleton Member Guru

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    Does transparency AA works on any game since is unlocked for every app, or it need bits too
     

  11. mysignupname

    mysignupname New Member

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    Anyone have any good settings for GTA 5?
    Hardware wise I am running 3440 x 1440p ultra wide gsycn with an 8700k & GTX 1080.

    I played around with nvida inspector but I am not sure what Gsync application state does.
     
  12. BuildeR2

    BuildeR2 Ancient Guru

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    I've messed around in GTA 5 quite a bit to get it right. I used the in game 4xTXAA enhanced by inspector for a while but found it to be too soft and my helicopter shadows always had a huge discolored box around them, which is also caused by just using MSAA for me. I settled with all settings under "Graphics" maxed out, but in the "Advanced Graphics" section all of the "on or off" settings are ON while the extra draw and shadow distance cause frequent stutter if they are beyond halfway. Those last 2 settings are the ones that dogged me for the longest time until I just turned them off and had a 2 hour session with no lag or stutter. Maybe it is my older CPU, RAM or something else but those are the smoothness killers for me so I keep them at half.

    Because the game is terribly jaggy when using no AA, I also up the resolution scale factor to 3/2 (150%) from my base resolution of 1080p and it looks nice with no shadow bugs or other issues caused by the AA options in this game. One last thing, if you don't mind trying a flyover in a helicopter just in the middle of the city area with the "Advanced Setttings" all maxed out to see if it stutters or not, that would be awesome. I'm curious if the "4770k+DDR3 versus 8700k+DDR4" factor would fix it or if it is more of an engine limitation. Good luck.
     
  13. Johnny99

    Johnny99 Member

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    How can I force anti aliasing in Kingdoms Of Amalur Reckoning without those terrible flickering border lines? I seem to be getting them with every AA setting in NVidia Inspector.
     
  14. NeoChaos

    NeoChaos Member

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    BlazBlue Cross Tag Battle can be forced to use 8xSGSSAA with no flags needed and no noticable issues. However, in-game AA (windowed or fullscreen depending on your settings) has to be enabled and Antialiasing - Mode in Nvidia Inspector has to be set to "Application-controlled" for the override to work.

    No AA:
    [​IMG]

    8xSGSSAA:
    [​IMG]

    In game 4x AA, no Inspector AA applied:
    [​IMG]
     
    Last edited: Aug 9, 2018
  15. MrBonk

    MrBonk Ancient Guru

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    You can't. Just use a border shader. There are a bunch of different injectors out there you can use to do so.

    Also: With BlazBlue, did you try the enhance application setting as well? Though in situations like this it should work either way. Just having the AA set on the profile and the game using MSAA internally will cause it to work.

    Either way, added to the list. Thanks.
    Can you provide a shot with *just* the in game Aa enabled as well?
     
    Last edited: Aug 8, 2018

  16. NeoChaos

    NeoChaos Member

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    On second look, Enhance and Override settings do in fact work on BBCTB. For some reason with my testing last night, it didn't seem to - maybe I just forgot to hit the Apply Changes button but whatever. Strangely, the SGSSAA will still apply even when Mode is set to Application-controlled as long as the in-game AA is enabled.

    And I've added a screenshot of just the in-game AA set to it's highest setting, 4x, to my original post. I've heard rumblings that the in-game AA was non-functional and considering I don't see any differences between it and the no AA screenshot I think that just might be the case.
     
    Last edited: Aug 9, 2018
  17. MrBonk

    MrBonk Ancient Guru

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    Yeah clearly the in game AA doesn't work. Did they even bother to check it before release? Reminds me of EDF4.1. Says it has AA, but it doesn't actually work. (Well in that case it works in the main menu and that's it)
     
  18. NeoChaos

    NeoChaos Member

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  19. MrBonk

    MrBonk Ancient Guru

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    Well crap that's gonna suck when new cards come out.

    i'm on 388.59 and it doesn't happen in Doom 3 for me, anyone ever seen it happen there?
     
  20. Tasteful Bloom

    Tasteful Bloom New Member

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    Does anyone know Sparse Grid compatibility bits for Cry of Fear?
     

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