Need MSAA, SMAA too weak for some games
- ItsNotHectic
- Topic Author
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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- crosire
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- TreyM
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- ItsNotHectic
- Topic Author
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.
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- SirArthurStreebGreebling
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.
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- crosire
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- kingeric1992
how about downsample/ set a higher res from driver/game setting, then do reshade post process under different scale?
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- SirArthurStreebGreebling
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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- kingeric1992
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.
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- mindu
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 matterkingeric1992 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.
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