nVidia's FXAA mode (anti-aliasing)

Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by TheHunter, Jul 20, 2011.

  1. rewt

    rewt Maha Guru

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    Yes, that's what I meant.

    Also, LOD only needs adjusting with sparse grid supersampling modes. The drivers automatically adjust LOD with ordered grid supersampling.
     
  2. DarkTerror

    DarkTerror Member

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    Wow nice comparing FXAA and SSAA. FXAA is a post process AA an obvious result is going to be blurry image. Something wrong with Unreal Engine 3 as they recently added AA support.
     
  3. Pill Monster

    Pill Monster Banned

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    Do you by chance have a source?
     
  4. rewt

    rewt Maha Guru

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    The source is probably everyone who has said forcing FXAA in Direct3D games doesn't work (you might as well add me to that list), but it does work for OpenGL.

    Kind of like the setting for triple buffering, it only works for OpenGL.

    Does ATI have a driver setting that allows post-processing AA for Direct3D9/10/11 titles? Or does it only work with DX9 (so I've heard).

    FSAA (Full Scene/Screen Anti-Aliasing) is super-sampling and/or multi-sampling. FXAA falls into a somewhat different category.
     
    Last edited: Jul 26, 2011

  5. dchalf10

    dchalf10 Banned

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    Strange then that D3Doverrider forcing triple buffering removes the bug that seemed to have introduced in patch 1.3 of Farcry 2 that got rid of triple buffering. Seeing as it is a DX9/10 game.

    Triple buffering DOES work in DX game including Dx9/10 and 11.

    Dirt 2 and 3 are prime examples as well.
     
  6. Redemption80

    Redemption80 Ancient Guru

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    Think he was meaning the triple buffering option in the NVCP.
     
  7. dchalf10

    dchalf10 Banned

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    Some people think it is a universal rule. Just as they think Tessellation cannot be done in OpenGL etc and that MS invented it :S

    I just thought i'd put it to rest.

    Every DX game can have triple buffering...it's just that Nvidia are retards.

    Back in the day you needed a third party profile tool for ATI cards but it was still wrong to say you couldn't have profiles if you bought an ATI card etc.

    Same with SSAA and Nvidia cards. I don't think you can force SSAA at all in NVCP anymore, only Trsaa but it is possible but you can with Nvidia inspector so I don't think downloading a low profile app is beyond the realms of simplicity for anyone wondering about Triple Buffering and DX games.
     
    Last edited: Jul 26, 2011
  8. Psycho101

    Psycho101 Master Guru

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    The problem with triple buffering in D3D is that it is handled differently than OpenGL triple buffering.

    Triple buffering in D3D can actually add latency, where as in OpenGl it is latency free. It can also be turned on easily independantly of the aplication without resorting to hacks/workarounds.

    Unless DX10/11 has changed this, triple buffering is implemented conditionaly in a D3D game, which is why a program like D3DOverrider is necessary, to artificially inject the command to trigger triple buffering in D3D.

    It's not because nVidia are retards, it's because they don't want to interfere with the way D3D should work, and (some games require this) doesn't want to use LoadLibrary hooking, which in some cases can be detected by anti cheat systems as an exploit. There are also some applications inherantly incompatible with triple buffering.

    nVidia always play it safe when it comes to features that may possibly cause issues. SSAA modes aren't exposed in NVCP probably because they take a good amount of horsepower to run at sufficient FPS. Id they were exposed for common use you can guarantee there'd be huge amounts of complaints from those unfamiliar with what SSAA actualy is complaining that their games run at low frame rates with 4x4SS or 8xSGSSAA.

    On a side note, for blur free SGSSAA in ME2, use the AA flag 0x08009CC5 and the apropriate amount of -LOD Bias depending on what level of SGSSAA you use.
     
    Last edited: Jul 26, 2011
  9. SirPauly

    SirPauly Member

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    The actual drivers themselves using nVinspector or add the setting in the control panel through the registry.
     
  10. rewt

    rewt Maha Guru

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    Yes, thank you. As usual, my posts get taken way out of context.

    We have known for years that triple buffering can be forced in D3D, but not with the NVIDIA driver. Triple buffering in D3D is just a matter of increasing the back buffer count, and that is what D3DOverrider does (in a smart way).

    Consider ourselves privileged that we even have access to the DirectX setting "maximum pre-rendered frames" anymore. I've read that AMD disabled and/or removed it from their drivers.
     
    Last edited: Jul 26, 2011

  11. Pill Monster

    Pill Monster Banned

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    Then how do you explain this?

    [​IMG]
     
  12. rewt

    rewt Maha Guru

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    Easy. That setting only affects OpenGL applications :)

    Just like the FXAA setting only affects OpenGL apps at this time.
     
  13. Psycho101

    Psycho101 Master Guru

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    The triple buffering setting in nVidia Inspector is exactly the same as the one in NVCP, and only affects OpenGL titles/Apps, not D3D.
     
  14. Pill Monster

    Pill Monster Banned

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    So why doesn't it make any reference to OGL? All the other OGL related settings do...
     
  15. rewt

    rewt Maha Guru

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    It is indeed referenced to OGL in the driver API.

    Code:
    enum EValues_OGL_TRIPLE_BUFFER {
        OGL_TRIPLE_BUFFER_DISABLED                           = 0x00000000,
        OGL_TRIPLE_BUFFER_ENABLED                            = 0x00000001,
        OGL_TRIPLE_BUFFER_NUM_VALUES = 2,
        OGL_TRIPLE_BUFFER_DEFAULT = OGL_TRIPLE_BUFFER_DISABLED
    };
     
    Last edited: Jul 26, 2011

  16. TheHunter

    TheHunter Banned

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    btw lets stay on topic:nerd:

    imo openGL is the easiest way to implement stuff, in this case FXAA (testing).

    That's why most stuff uses openGL like maya, autocad, adobe stuff, etc..
     
  17. rewt

    rewt Maha Guru

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    Last edited: Jul 26, 2011
  18. Psycho101

    Psycho101 Master Guru

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    For every article championing OGL, you'll find another stating its inferiority.

    It's a fantastic open standard that anyone can delve into, play around with and even customize themselves (within certain boundaries of course). It is however (even the latest version) crammed full of legacy detritis, as well as a rather inefficient (yet pretty neat all the same) extensions system. With D3D, backward compatibility isn't a thought, DX12 can be what ever it wants to be and doesn't have to use a single line of code from DX11 if MS don't want it too.

    Perhaps nVidia have taken advantage of the extensions system to be able to produce a toggle on/off FXAA implementation in OGL games?
     
  19. MfA

    MfA Master Guru

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    FXAA for PC mod by some dude

    Download


    Mass Effect: NoFXAA FXAA
    Mass Effect 2: NoAA FXAA
    Metro 2033@Dx9: NoAA FXAA
    Mafia II: NoAA FXAA
    Dirt 2: NoAA FXAA
    Dirt 3: NoAA FXAA
    Sacred 2: NoFXAA FXAA
    Arcania: NoFXAA FXAA


    http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8862131&postcount=118
     
    Last edited: Aug 1, 2011
  20. JaylumX

    JaylumX Master Guru

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