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TOPIC: Need MSAA, SMAA too weak for some games

Need MSAA, SMAA too weak for some games 10 months 1 week ago #1

I have never had a problem not having enough AA until now, I usually run 8x max on games and am happy with the defaults whatever are provided but Blade and Soul is just weird when it comes to how it handles some effects. With either SMAA or FXAA or even their own LEAA, a lot of jagged lines, some minor some just huge, get completely missed.

Its very noticeable and distracting. I have tried all settings in game and in sweetfx.cfg and theres no helping this game without either NVCP compatability or another AA shader.
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Need MSAA, SMAA too weak for some games 10 months 1 week ago #2

  • crosire
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Where is the problem? Enable MSAA (MSAA is no post-processing AA solution) via the game settings or force it through the driver. Then you could apply SMAA via ReShade on top of that.
Cheers, crosire =)
Last Edit: 10 months 1 week ago by crosire.
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Need MSAA, SMAA too weak for some games 10 months 1 week ago #3

  • TreyM
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My guess is that in some newer games, we're fighting against shader aliasing, and depending on what the effect is, it can be extremely hard to anti-alias those artifacts. Case in point: Alien Isolation.
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Need MSAA, SMAA too weak for some games 10 months 1 week ago #4

Problem is I cant force anything in NVCP or Inspector with reshade. Game is DX9 and old, its using a modified UE3.

Its driving me crazy because all the females hair in the game flickers like grass would in other games.

Ive tried everything, even negative Lumasharpen strength.
Last Edit: 10 months 1 week ago by ItsNotHectic.
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Need MSAA, SMAA too weak for some games 10 months 1 week ago #5

I'd like to add my support for this feature as well, if its doable that is. There's a lot of games out there that don't have support for anti aliasing and since downsampling is the only option that adds a massive performance hit to reshade which makes the two hard to use together. Would it not be a lot cheaper to have MSAA in reshade?

My (basic) understanding is that deffered rendering makes anti aliasing like msaa not work in engines that use it so how would this even be possible with reshade or is it possible to do it afterwards? But if it reshade can do it this way why don't developers use this method? I've confused myself now.

Alien isolation is definitely the biggest culprit for aliasing that I've seen in a long time i just couldn't get into it it was way too distracting and held back the visuals too much from their full potential.
Last Edit: 10 months 1 week ago by SirArthurStreebGreebling.
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Need MSAA, SMAA too weak for some games 10 months 1 week ago #6

  • crosire
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MSAA intervenes with the rendering pipeline. As said, it's not a post-processing solution, but rather requires major, game specific changes. It's not fixed which buffers a game uses for rendering, but that's knowledge required to enable multisampling on them. So no, this won't come.
Cheers, crosire =)
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Need MSAA, SMAA too weak for some games 10 months 1 week ago #7

@SirArthurStreebGreebling
how about downsample/ set a higher res from driver/game setting, then do reshade post process under different scale?
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Need MSAA, SMAA too weak for some games 10 months 5 days ago #8

kingeric1992 wrote:
@SirArthurStreebGreebling
how about downsample/ set a higher res from driver/game setting, then do reshade post process under different scale?

Hmm, how do you go about doing this, is it a lot easier on the fps?

Cheers
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Need MSAA, SMAA too weak for some games 10 months 5 days ago #9

just like doing deferred rendering on every effect, and only do fullres in final stage.
now, most of the shader in framework doesn't have that option, but I think the heavier ones like SSAO or DOF does, you can try to set their render scale first.
If otherwise, you would need to manually change the effect scale one by one, some may even require modification on vertex & pixel shader.

the overall process would be
native 1080p --> game in 4k --> reshade AA on 1080p with emulated subpixel feature or AA on 4k
--> reshade postprocess in 1080p --> frame buffer in 4k --> native 1080p

about FPS, the downsampling will take its toll, but should be easier then doing fullres on everything.
Last Edit: 10 months 5 days ago by kingeric1992.
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Need MSAA, SMAA too weak for some games 9 months 3 weeks ago #10

  • mindu
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kingeric1992 wrote:
just like doing deferred rendering on every effect, and only do fullres in final stage.
now, most of the shader in framework doesn't have that option, but I think the heavier ones like SSAO or DOF does, you can try to set their render scale first.
If otherwise, you would need to manually change the effect scale one by one, some may even require modification on vertex & pixel shader.

the overall process would be
native 1080p --> game in 4k --> reshade AA on 1080p with emulated subpixel feature or AA on 4k
--> reshade postprocess in 1080p --> frame buffer in 4k --> native 1080p

about FPS, the downsampling will take its toll, but should be easier then doing fullres on everything.
I've been trying for a long time to do something like that, also there was other thread talking about some tweak with FXAA, and also another thread where MartyMcFly said something about mult ScreenSize for FXAA to do something like "fake downsampling", so I tried BUFFER_WIDTH and HEIGHT *2 (or so) in ScreenSize (I tried with SMAA too) but the result I get is none, whole screen blurry when I increase ScreenSize buffer, I'm probably too stupid to do it properly, so any hint about it? I mean too much people already explained the process but I can't see any example code or screenshot showing the result and I'm pulling my hairs off with this matter :S
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