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Still Unable To Disable Postaa

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#61 Alexander Garden

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Posted 03 October 2014 - 05:44 PM

Okay, so right off the bat I want to apologize for the delay on this issue. In the wake of our acquisition of the publishing rights and services for MWO, the Support and QA systems have recently been in a state of transition. Now that things are starting to stabilize we'll be going through cases like these with more consistent communication.

After spending some time this morning running through the issues discussed in this thread, I've essentially been able to confirm everything outlined.
  • Right now, unless you are running MSAA or TXAA under DX11, the MWO client is forcing PostAA 'On' when dropping into a match or the Testing Grounds, even if you confirm the r_postaa=0 entry in the systemoverride.cfg and that Anti-Aliasing is set to 'Off' in the MWO client video settings.
  • Manually switching the Anti-Aliasing setting to PostAA in the video settings, saving, then setting AA back to Off and saving, removes the forced PostAA in the Testing Grounds only. This workaround only applies as a real-time change in the Testing Grounds; it will (likely) not work after dropping into a match.
  • The forced PostAA condition re-establishes itself with each new match and Testing Ground session, so resetting it between drops will again not resolve the problem.
  • The 'halo' artifacts are a somewhat separate issue, produced when implementing higher quality levels of the Post-Processing setting in combination with PostAA.
So what this all means, essentially, is that everyone not running MSAA or TXAA under DX11 is experiencing this issue to some degree or another. Individual system configurations and match-to-match performance loads seem to have an affect on how obvious the ghosting is, but those differences aside, this is a problem across the board.

I don't have an ETA on a fix yet, but our QA team is aware of this problem and the issue is of high priority. I will be keeping this thread updated as regularly as I can as new information becomes available.

Until we can roll out the fix, I recommend that everyone who is unable to efficiently run either MSAA or TXAA turn their Post Processing setting to Low. This will at least help alleviate the halo issue, and somewhat reduce the intensity of the ghosting.

#62 Cyberiad

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Posted 04 October 2014 - 08:20 AM

View PostAlexander Garden, on 03 October 2014 - 05:44 PM, said:

Okay, so right off the bat I want to apologize for the delay on this issue. In the wake of our acquisition of the publishing rights and services for MWO, the Support and QA systems have recently been in a state of transition. Now that things are starting to stabilize we'll be going through cases like these with more consistent communication.

After spending some time this morning running through the issues discussed in this thread, I've essentially been able to confirm everything outlined.
  • Right now, unless you are running MSAA or TXAA under DX11, the MWO client is forcing PostAA 'On' when dropping into a match or the Testing Grounds, even if you confirm the r_postaa=0 entry in the systemoverride.cfg and that Anti-Aliasing is set to 'Off' in the MWO client video settings.
  • Manually switching the Anti-Aliasing setting to PostAA in the video settings, saving, then setting AA back to Off and saving, removes the forced PostAA in the Testing Grounds only. This workaround only applies as a real-time change in the Testing Grounds; it will (likely) not work after dropping into a match.
  • The forced PostAA condition re-establishes itself with each new match and Testing Ground session, so resetting it between drops will again not resolve the problem.
  • The 'halo' artifacts are a somewhat separate issue, produced when implementing higher quality levels of the Post-Processing setting in combination with PostAA.
So what this all means, essentially, is that everyone not running MSAA or TXAA under DX11 is experiencing this issue to some degree or another. Individual system configurations and match-to-match performance loads seem to have an affect on how obvious the ghosting is, but those differences aside, this is a problem across the board.


I don't have an ETA on a fix yet, but our QA team is aware of this problem and the issue is of high priority. I will be keeping this thread updated as regularly as I can as new information becomes available.

Until we can roll out the fix, I recommend that everyone who is unable to efficiently run either MSAA or TXAA turn their Post Processing setting to Low. This will at least help alleviate the halo issue, and somewhat reduce the intensity of the ghosting.



Thanks for the investigation and followup. However, using MSAA or TXAA is not an option for those who want to use thermal vision. When you have either of these modes enabled, the thermal vision doesn't work. The environment is rendered in black and white, but the mech's heat glow is completely broken in these modes.

#63 Lordred

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Posted 04 October 2014 - 12:54 PM

View PostSiliconLife, on 04 October 2014 - 08:20 AM, said:



Thanks for the investigation and followup. However, using MSAA or TXAA is not an option for those who want to use thermal vision. When you have either of these modes enabled, the thermal vision doesn't work. The environment is rendered in black and white, but the mech's heat glow is completely broken in these modes.


This was the next item on my list to address with them.

For example, with PostAA and NoAA modes, Heat Vision looks like this
Posted Image

The mech glows when on, and gets brighter as it gets hot.

Now when you use MSAA/TXAA, the mech is as dark as the background, and Thermal is completely unusable
Posted Image

#64 Kmieciu

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Posted 06 October 2014 - 02:09 AM

View PostAlexander Garden, on 03 October 2014 - 05:44 PM, said:

Okay, so right off the bat I want to apologize for the delay on this issue. In the wake of our acquisition of the publishing rights and services for MWO, the Support and QA systems have recently been in a state of transition. Now that things are starting to stabilize we'll be going through cases like these with more consistent communication.

After spending some time this morning running through the issues discussed in this thread, I've essentially been able to confirm everything outlined.
  • Right now, unless you are running MSAA or TXAA under DX11, the MWO client is forcing PostAA 'On' when dropping into a match or the Testing Grounds, even if you confirm the r_postaa=0 entry in the systemoverride.cfg and that Anti-Aliasing is set to 'Off' in the MWO client video settings.
  • Manually switching the Anti-Aliasing setting to PostAA in the video settings, saving, then setting AA back to Off and saving, removes the forced PostAA in the Testing Grounds only. This workaround only applies as a real-time change in the Testing Grounds; it will (likely) not work after dropping into a match.
  • The forced PostAA condition re-establishes itself with each new match and Testing Ground session, so resetting it between drops will again not resolve the problem.
  • The 'halo' artifacts are a somewhat separate issue, produced when implementing higher quality levels of the Post-Processing setting in combination with PostAA.
So what this all means, essentially, is that everyone not running MSAA or TXAA under DX11 is experiencing this issue to some degree or another. Individual system configurations and match-to-match performance loads seem to have an affect on how obvious the ghosting is, but those differences aside, this is a problem across the board.


I don't have an ETA on a fix yet, but our QA team is aware of this problem and the issue is of high priority. I will be keeping this thread updated as regularly as I can as new information becomes available.

Until we can roll out the fix, I recommend that everyone who is unable to efficiently run either MSAA or TXAA turn their Post Processing setting to Low. This will at least help alleviate the halo issue, and somewhat reduce the intensity of the ghosting.

Thank you so very much for acknowledging this problem.

#65 Redshift2k5

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Posted 06 October 2014 - 02:30 AM

Great to have some recognition of the issue, good luck getting it fixed. Props to Lordred for correct identification of the issue

#66 Texugo87

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Posted 06 October 2014 - 05:16 PM

Glad to see the issue has been identified. What kind of performance hit is this likely causing?

#67 Lordred

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Posted 06 October 2014 - 06:50 PM

View Postcjmurphy87, on 06 October 2014 - 05:16 PM, said:

Glad to see the issue has been identified. What kind of performance hit is this likely causing?


Very low impact I would wager.

#68 Koniving

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Posted 06 October 2014 - 07:06 PM

It's more likely to cause motion sickness than actual performance issues.

#69 Wintersdark

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Posted 06 October 2014 - 07:11 PM

I know, for me, it causes a tremendous amount of annoyance and lots of ruined screenshots.

Thank you so much for finally acknowledging the issue and getting some wrenches on it.

And thank you Mordred, for tirelessly championing the issue!

#70 Lordred

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Posted 06 October 2014 - 07:27 PM

View PostWintersdark, on 06 October 2014 - 07:11 PM, said:

Thank you so much for finally acknowledging the issue and getting some wrenches on it.

And thank you Mordred, for tirelessly championing the issue!


Who is that? :ph34r:

#71 Wintersdark

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Posted 06 October 2014 - 07:31 PM

View PostLordred, on 06 October 2014 - 07:27 PM, said:


Who is that? :ph34r:
Autocorrect's ******* love child, apparently.

#72 Lordred

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Posted 07 October 2014 - 09:41 AM

We were thrown back into the General Discussion. Alexander, if you would do the honors of moving it back to the Patch Feedback section once more. :)

Edited by Lordred, 07 October 2014 - 10:35 AM.


#73 Xarian

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Posted 07 October 2014 - 10:29 AM

I suggest moving to DX9 for performance reasons. Also, use SweetFX to disable various forms of AA.

#74 Lordred

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Posted 07 October 2014 - 10:37 AM

View PostXarian, on 07 October 2014 - 10:29 AM, said:

I suggest moving to DX9 for performance reasons. Also, use SweetFX to disable various forms of AA.


This is not a performance related bug, merely a visual/feature bug. Using SweetFX is also not an option for Win 8+ users as it does not allow for modified DX run-times.

Thanks for the input non the less.

#75 kuangmk11

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Posted 07 October 2014 - 11:20 AM

View PostXarian, on 07 October 2014 - 10:29 AM, said:

I suggest moving to DX9 for performance reasons. Also, use SweetFX to disable various forms of AA.

Bug is there in dx9 as well, and sweet fx does improve the look of the game but can not fix the bug.

#76 Alexander Garden

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Posted 07 October 2014 - 11:35 AM

Back to Patch Feedback we go. I'll continue to keep everyone updated through here, along with the MSAA/TXAA IR bug.

#77 Lordred

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Posted 07 October 2014 - 11:44 AM

View PostAlexander Garden, on 07 October 2014 - 11:35 AM, said:

Back to Patch Feedback we go. I'll continue to keep everyone updated through here, along with the MSAA/TXAA IR bug.


Thanks Alexander!

#78 poohead

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Posted 07 October 2014 - 11:48 AM

Really happy this is being looked at, as TXAA is a real improvement for me and I was dismayed when I raised a ticket and was told it broke thermal vision :/

#79 Alexander Garden

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Posted 10 October 2014 - 11:51 AM

Regarding the non-functional IR when running MSAA/TXAA, are any AMD/ATI GPU users who see this thread experiencing this problem?

#80 Lordred

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Posted 10 October 2014 - 12:42 PM

Yes, AMD/ATI users experience the IR bug, Koniving will post the relitive proof for you, but I can port the game to my APU unit to do it in a few hours for you.





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