I am having problems getting any level of Aliasing to work with MWO with the most rescent patches regardless of settings, via the use of the ingame post AA slider, using nvidia control panel to override via specific application, or general over all over ride, or even specificly per driver level alterations via NVidis inspector.
So I am wondering if anyone else is noticing AA problems?
(AA works just fine for every other game and or program, I have re-installed MWO, and I have done fresh driver installs.)
I remember AA working well up till recently, I would love to find a way to fix it, as the game looks much better with it working properly, expecially since I have the hardware to handle it, if I have to deal with horrible hud bugs, at least let me enjoy the sceenery properly.
Hi!
I'm pleased, that there is anyone who cares about this issue. I started topic in support sections, but nobody reacted:-)
This is picture from my game, where u can clearly see, that AA don't exists. I have AA turned on FXAA ingame and all setting on application controlled in drivers settings.
I tried everything, aa on/off ingame, force AA in graphic drivers, force SMAA in sweetFX and game looks still same. The OP said, that there was working AA in older patches, but I cant remember If I even saw smoothed lines in this game...
Hi!
I'm pleased, that there is anyone who cares about this issue. I started topic in support sections, but nobody reacted:-)
This is picture from my game, where u can clearly see, that AA don't exists. I have AA turned on FXAA ingame and all setting on application controlled in drivers settings.
My card is nVidia GTX 660Ti
This is exactly the issue and the same thing I see with a 7870
When I power down my mech, the lines on the cockpit canvas become aliased, too. It's easier noticeable since the mech is hanging towards the right side and the line is not horizontally alligned anymore.
I figure the game currently used post-process antialiasing (fxaa for example) which isn't exactly known for it's quality, but for its good performance. And maybe there are even quality steps to fxaa. In some games it's better, in some it's worse. I'm hoping for improvements in future updates.
The "jitter" on laser beams shown in the first picture can be eliminated by turning of depth of field through the user.cfg. I have no idea why because like the hunch in the picture dof shouldnt even have an impact at that range...
The only sort of AA that works for me with the latest patch is through SweetFX.
I have no proper comparison pics on the web atm., just compare the cockpit screens borders top left or the strut frame in the cockpit (view max size):
I'm glad that more people are chiming in, I have been driving myself nuts trying everything I can to get some aliasing.
The above picture is an example of AA working. I have actually tried the sweetFX, causes nothing but the game to crash on my end, (faiure to even launch)
GODzillaGSPB, on 06 April 2013 - 02:10 AM, said:
BTW: Those screenshots are AMAZING!!!
Thanks, I am the unofficial (official) Zhi-Zhu photographer.
I tried last version of sweetFX and SMAA is working, almost partially, but its very huge difference against standard game "AA". But it can be better, its a shame that 2013 game doesnt support some basic technologies like AA.
The "jitter" on laser beams shown in the first picture can be eliminated by turning of depth of field through the user.cfg. I have no idea why because like the hunch in the picture dof shouldnt even have an impact at that range...
The only sort of AA that works for me with the latest patch is through SweetFX.
I have no proper comparison pics on the web atm., just compare the cockpit screens borders top left or the strut frame in the cockpit (view max size):
You are aware that depth of field in user.cfg or in game, does not turn off, right? The command line is disabled unless SweetFX changes something that re-enables it. Whatever the case use the program at your own risk. The reason PGI is against it is due to people using it to various things like eliminate all particle effects (remove smoke), delete trees, make the ground transparent, etc.
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On another note, I miss when MWO had directx 11. Recorded during NDA, not released til a couple of days ago.
Jenner is flamer shark!
Not much action, just enjoy a nearly texture-less Frozen City that does not care that it's got no textures due to enhancements in the early settings of MWO's DirectX 11. Look at that ground. It's hard to believe that when DirectX 11 was taken away, that there were no textures on the ground. Just a solid white sheet.
Jenner kills two Atlas in Forest Colony with DirectX 11 (discovers flamer bug).