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Mxaa With Thermal Vision


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#1 Sable

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Posted 20 November 2014 - 07:10 AM

I recently got a new graphics card, AMD radeon R9 290x 4 gig. The game looks incredible now with no drops in framerates. I've been using the different anti aliasing options to see which one looks best. The MXAA option has the smoothest visuals but i've noticed that when in thermal vision mechs do not produce a heat signature. It kinda bums me out because everything else looks superb compared to postaa. But if i want to actually see thermal signatures i can't use MXAA.

Does anyone else have this issue? Or any suggestions as to a workaround? I would very much appreciate it.

Edited by Sable, 20 November 2014 - 07:10 AM.


#2 Alexander Garden

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Posted 20 November 2014 - 10:54 AM

We've got a fix on the way for this!
We tried getting this resolved at the same time as the forced PostAA issue a couple patches ago, but we had to push it back a bit.

#3 Cyberiad

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Posted 21 November 2014 - 08:51 AM

View PostSable, on 20 November 2014 - 07:10 AM, said:

I recently got a new graphics card, AMD radeon R9 290x 4 gig. The game looks incredible now with no drops in framerates. I've been using the different anti aliasing options to see which one looks best. The MXAA option has the smoothest visuals but i've noticed that when in thermal vision mechs do not produce a heat signature. It kinda bums me out because everything else looks superb compared to postaa. But if i want to actually see thermal signatures i can't use MXAA.

Does anyone else have this issue? Or any suggestions as to a workaround? I would very much appreciate it.



The workaround is to not use MSAA/TXAA.

View PostAlexander Garden, on 20 November 2014 - 10:54 AM, said:

We've got a fix on the way for this!
We tried getting this resolved at the same time as the forced PostAA issue a couple patches ago, but we had to push it back a bit.


Looking forward to the fix. Thanks for the hard work.

#4 Sable

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Posted 21 November 2014 - 03:51 PM

View PostAlexander Garden, on 20 November 2014 - 10:54 AM, said:

We've got a fix on the way for this!
We tried getting this resolved at the same time as the forced PostAA issue a couple patches ago, but we had to push it back a bit.

Thanks for the quick response. I look forward to the fix.





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