NVidia Anti-Aliasing Guide (updated)

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

  1. Stein3x

    Stein3x Master Guru

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    I'm having some issues trying SGSSAA with Remember Me , i get green textures on some objects . I recall long time ago it was working correctly but not anymore unless something changed with RTX cards / newer drivers. I'm using the 0x080000C1 bit

    Without any AA applied

    [​IMG]

    With SGSSAA 0x080000C1

    [​IMG]
     
  2. gurbo2355

    gurbo2355 New Member

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    I recently played Dead Space Remake (great game btw). Interestingly, despite being a DirectX 12 game, it is one of the few that has functional downsampling with nVidia DSR and has a fullscreen option. I assume they are using some sort of custom implementation?
     
  3. vlad[54rus]

    vlad[54rus] Member

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    DX12 retains SetFullscreenState() function from DX10/11. Under the hood it still runs in a borderless window, but allows changing display mode (resolution/refresh rate/scaling).
     
  4. RealNC

    RealNC Ancient Guru

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    It has been said already multiple times, but I'll say it again: It's not a borderless window. It just doesn't forcefully disable the DWM. If it was really borderless windowed, then gsync wouldn't work unless you enable "gsync windowed mode" in the nvidia panel. I have that disabled, but gsync still works. Therefore, it can't be running in a window (borderless or otherwise.) And to preempt any comments about MPO (multi-plane overlays,) no, that's not it either, since my GPU doesn't support MPO.

    DX12 fullscreen is pretty much the same as DX9/10/11 fullscreen with "fullscreen optimizations" enabled. Meaning DWM can be toggled on/off while the game is running. Basically it's able to become "borderless windowed" when needed and then become fullscreen again in a seamless manner. This happens for example when you change the Windows audio volume and DWM needs to overlay the audio volume bar on top of the game. If you enable the g-sync visual indicator, you can see that g-sync gets disabled for the duration where the volume bar is visible, and activates again once the volume bar disappears.
     

  5. vlad[54rus]

    vlad[54rus] Member

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    I'm aware of that, my comment was only about the fullscreen resolutions functionality.
     
  6. Astyanax

    Astyanax Ancient Guru

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    some games just fetch the system list of resolutions and upscale or downscale from it to get to the native res.
     
  7. TheDeeGee

    TheDeeGee Ancient Guru

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    @MrBonk

    I'm playing Half-Life 2: Update again and i think the AA Flags description needs an update.

    While SGSSAA indeed blurs the game, 16xS and any of options such as 3x3 or 4x4 Supersampling work without causing blur. Only downside would be that they can be demanding, but HL2 is old enough where it doesn't matter anymore.

    4x4 is superior even, notice the tree left of the watertower compared to 16xS.

    0x000000C1 is the correct one still.

    16xS
    16xS.jpg

    4x4
    4x4.jpg

    8xSGSSAA
    8xSGSSAA.jpg
     
    Last edited: Feb 15, 2023
  8. TheDeeGee

    TheDeeGee Ancient Guru

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    Also something regarding Half-Life 1.

    SGSSAA doesn't fully take care of everything.

    HL1_8xSGSSAA.jpg

    HL1_32xS.jpg
     
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  9. Klemc

    Klemc Member Guru

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    I use mostly DSR, but sometimes it's only alternative is bits with SGSSAA, bc games don't handle DSR/DSDSR res set higher that monitor.

    Thanks for the maintained bits list ;)
     
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  10. Markie

    Markie Member Guru

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    Left 4 Dead (0x000000C0 + AA fix):

    The Left 4 Dead 2 flag works just as well in Left 4 Dead, AA fix is probably needed the same way too, just leaving this here as a reference post since it seems that no one has explicitly mentioned it and it's not in the spreadsheet either.

    No AA
    [​IMG]

    4x SGSSAA + AA fix
    [​IMG]

    Team Fortress 2 (0x000000C1 + AA fix):

    No reference post or spreadsheet mention for this game (of all games) either? Here it is then. AA fix needed and enabled by default.... it's the TF2 fix after all.

    No AA
    [​IMG]

    4x SGSSAA + AA fix
    [​IMG]

    Garry's Mod (0x000000C1 + AA fix):

    No AA
    [​IMG]

    4x SGSSAA + AA fix
    [​IMG]

    AA fix is necessary otherwise you get visible seamlines in geometry:

    No AA fix (issue is in the black spot between the wall on the left and the ceiling)
    [​IMG]

    AA fix (no issue)
    [​IMG]
     
    Last edited: Mar 4, 2023
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  11. Chrysalis

    Chrysalis Master Guru

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    Trying to figure out tales of zestiria here.

    My old configuration was SGSSAA enabled (including that flag set to 4), with gedosato post processing built in sweetfx, no issue, but gedosato does add performance issues, so have been trying to switch over to sweetfx/reshade standalone.

    Sweetfx on its own wont launch the game.

    Reshade I have managed to get working with my config I imported, but blur progressively gets added with each effect.

    I do have the generic depth plugin disabled which doesnt fix the blur, the blur only actually goes away if I change that 4 to 0 in profile inspector, but then the shimmering comes back on distant objects as if SGSSAA is disabled. So am stuck.

    --

    Back to using gedosato post processing for now, found numerous threads on various sites with the issue, no resolution on any of them. Apparently very old versions of reshade which dont have a in game UI dont have the issue, but of course nowhere to download that version.
     
    Last edited: Mar 1, 2023
  12. TheDeeGee

    TheDeeGee Ancient Guru

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    I wish Black Mesa had some proper anti-aliasing. SGSSAA is buggy with the lighting and DSR 4.00X does practially nothing for that game.
     
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  13. Markie

    Markie Member Guru

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    @MrBonk Why was the Portal 2 flag never added to the spreadsheet? It's a major Valve/Source Engine game so it's weird not to have it there, makes you think there was some problem with it, but I didn't find any post reporting issues in this thread. These are the last major posts I found about it:

    https://forums.guru3d.com/threads/nvidia-anti-aliasing-guide-updated.357956/page-227#post-5764000 (most recent post about it)
    https://forums.guru3d.com/threads/nvidia-anti-aliasing-guide-updated.357956/page-139#post-5014300 (post the post above actually wanted to refer to but used the wrong reference link)
    https://www.forum-3dcenter.org/vbulletin/showpost.php?p=9559666&postcount=3606 (SLIKnight's reference post in 3dcenter)

    Anyway...

    Portal 2 (0x000000C0):

    No AA
    [​IMG]

    4x SGSSAA
    [​IMG]
     
    Last edited: Mar 5, 2023
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  14. gurbo2355

    gurbo2355 New Member

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    For a game like Final Fantasy 7 Remake in D3D12 mode I am having to change/increase my display screen resolution every time I start the game, to get downsampling effect. Is there any way not to have to do that?
     
  15. KoKlusz

    KoKlusz Member Guru

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    I think there is an .ini command that will force (simulated) FSE and switch the resolution, I can't remember what it is now. Otherwise, you can use a third party program like AutoActions that will change desktop resolution every time the game is launched, the added benefit is that you don't lose borderless features.
     

  16. Chavolatra

    Chavolatra New Member

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    Has AA flag for Need for Speed 3 Hot Pursuit ???.
     
  17. Astyanax

    Astyanax Ancient Guru

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    D3D6 doesn't need AA flags.
     
  18. TheDeeGee

    TheDeeGee Ancient Guru

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    Just force 4x4 and you're golden.
     
  19. andy rett

    andy rett Member

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    One of the best tittle I ve play
     
  20. Raserian

    Raserian Master Guru

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    Just seen your screenshots of HL1 and 2, it looks technically better but a bit out of place as it is more blurred and original textures for distant objects were low-res with purpose of them being more sharp. Had any trouble with game's own AA setting?
     

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