

2.5 Years Of Broken Graphics, All I Want Is Quality Aa
#1
Posted 03 June 2015 - 05:39 AM
#2
Posted 03 June 2015 - 06:16 AM
So you ppl get paid to spam that or you do it as a hobby.
What kind of autism you have and how can i get it too.
Why not posting in sugestion forum and asking about new or imp. Gfx?
#3
Posted 03 June 2015 - 06:20 AM
#4
Posted 03 June 2015 - 06:23 AM
x Marder x, on 03 June 2015 - 06:16 AM, said:
So you ppl get paid to spam that or you do it as a hobby.
What kind of autism you have and how can i get it too.
Why not posting in sugestion forum and asking about new or imp. Gfx?
It isn't a suggestion, I want advice on 3rd party graphic software. Troll elsewhere.
Edited by LordBraxton, 03 June 2015 - 07:17 AM.
#5
Posted 03 June 2015 - 06:33 AM
x Marder x, on 03 June 2015 - 06:16 AM, said:
So you ppl get paid to spam that or you do it as a hobby.
What kind of autism you have and how can i get it too.
Why not posting in sugestion forum and asking about new or imp. Gfx?
You really don't want to be Autistic. You really don't. I see to much of it in my family. You just don't know what you ask for.
#6
Posted 03 June 2015 - 07:11 AM
x Marder x, on 03 June 2015 - 06:16 AM, said:
So you ppl get paid to spam that or you do it as a hobby.
What kind of autism you have and how can i get it too.
Why not posting in sugestion forum and asking about new or imp. Gfx?
You might not be autistic, but it appears you definitely have a case of idiocy.

#7
Posted 03 June 2015 - 07:18 AM
Edited by LordBraxton, 03 June 2015 - 07:18 AM.
#8
Posted 03 June 2015 - 07:42 AM
#10
Posted 03 June 2015 - 08:16 AM
Selecting MSAA in game is way punishing, but responds to
r_MSAA_samples = x r_MSAA_quality = ywhere "x" is 2, 4, or 8 for sample, natch, but "y" is this odd-ball protocol for talking about adding Cover Sample to your Mufti-Sample: 0 is off, 2 is "equal," and 4 is "high," as seen on the chart linked. Presumably, nVidia would bounce a 2/2 combo, as that's an ATI-only, which, in turn, can never accept a quality = 4 …
I can't tell if those two r_MSAA_whateves interact with TXAA.
I'm still not clear what PostAA really is, nor have I figured out how to get the SMAA in the engine to fire up (nor if the "T" in half them SMAA modes stands for "stacking on FXAA") …
Good luck, buddy: MSAA means GTX 780s in SLI …
()
Edited by Goose, 03 June 2015 - 09:11 AM.
#12
Posted 07 June 2015 - 08:42 AM
Goose, on 03 June 2015 - 08:16 AM, said:
Selecting MSAA in game is way punishing, but responds to
r_MSAA_samples = x r_MSAA_quality = ywhere "x" is 2, 4, or 8 for sample, natch, but "y" is this odd-ball protocol for talking about adding Cover Sample to your Mufti-Sample: 0 is off, 2 is "equal," and 4 is "high," as seen on the chart linked. Presumably, nVidia would bounce a 2/2 combo, as that's an ATI-only, which, in turn, can never accept a quality = 4 …
I can't tell if those two r_MSAA_whateves interact with TXAA.
I'm still not clear what PostAA really is, nor have I figured out how to get the SMAA in the engine to fire up (nor if the "T" in half them SMAA modes stands for "stacking on FXAA") …
Good luck, buddy: MSAA means GTX 780s in SLI …
()
Well as fa as i remember, FXAA is a very fast non-demanding method. Its a post-process which works on an already rendered image. It simply blurs out thee jagged edges along with textures and everything in the scene. So it gives you less jagginess with almost no performance loss at the cost of blurry textures (a post process can not tell what is an actual edge and what is a texture with an edge in it.
MSAA and TXAA on the other hand force the renderer to render the same scene multiple times in different (usually higher) resolutions and then down sample to your main resolution. Think of it as if you tell the game to render in 4K and use that data in an algorythm to down sample to 1080p to remove jagged edges. It gives good results with no blurry textures at the cost of SIGNIFICANT performance loss.
Unfortunately FXAA in MWO gives a ghosting effect on moving objects which is very unpleasant. And lack of PGI experience in cryengine does not help either.
Edited by Navid A1, 07 June 2015 - 08:45 AM.
#14
Posted 07 June 2015 - 11:04 AM
I'm not gonna lie, the last time I felt knowledgeable about graphics was when we were debating directx vs opengl on counterstrike 1.6
On the radeon catalyst system, what would you suggest I try implementing?
It seems to me none of them actually override the game settings even when set to.
Im also wary of messing with any of MWO's actual files...
I weep for inverse kinematics.

Edited by LordBraxton, 07 June 2015 - 11:06 AM.
#15
Posted 07 June 2015 - 11:11 AM
LordBraxton, on 07 June 2015 - 11:04 AM, said:
I'm not gonna lie, the last time I felt knowledgeable about graphics was when we were debating directx vs opengl on counterstrike 1.6
On the radeon catalyst system, what would you suggest I try implementing?
It seems to me none of them actually override the game settings even when set to.
Im also wary of messing with any of MWO's actual files...
I weep for inverse kinematics.

Every one weeps for "REAL TIME" IK like the old days. IK is there already... but it only triggers when a mech is killed now (it is released from server key-frame)

#16
Posted 07 June 2015 - 11:22 AM
That means there is no excuse for them to not eventually repair real time IK!
They should try slowing down the walking gaits as well, looked a lot better before.
Edited by LordBraxton, 07 June 2015 - 11:22 AM.
#17
Posted 07 June 2015 - 01:18 PM
LordBraxton, on 07 June 2015 - 11:04 AM, said:
I don't really "speak" Radeon, but as a WAG, you could turn on MSAA, in-game, and set "r_MSAA_quality = 2" and "r_MSAA_samples = x" where "x" is two, four, or eight, depending on what your hardware can pull off.
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