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Fxaa Vs Msaa Vs Txaa - In Mwo


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#1 MauttyKoray

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Posted 19 December 2015 - 03:52 PM

What are the pros/cons and difference of these specifically in MWO? Between FXAA and MSAA I've seen minor FPS differences but haven't really seen much of a change between them, and I haven't used TXAA at all.

All my graphics settings are maxed as well, so I'm using that as a basis for the changes. Not sure if the changes are more prevalent at other settings or not.

#2 Signal27

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Posted 19 December 2015 - 04:16 PM

IMO, the only thing that really matters about which form of anti-aliasing you use is what YOU PERSONALLY perceive between the types.

If you need more help making up your mind, these links might help:
https://en.wikipedia...e_anti-aliasing
https://en.wikipedia...e_anti-aliasing
https://en.wikipedia...l_anti-aliasing

I personally prefer FXAA because it seems to be the fastest and I can hardly tell the difference between FXAA and all the other types of anti-aliasing unless I take screen shots and compare - and that doesn't really matter to me when I'm already focused on stomping around the battlefield trying to blow up other people's robots.

Edited by Signal27, 19 December 2015 - 04:17 PM.


#3 Navid A1

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Posted 19 December 2015 - 05:51 PM

FXAA: a post process effect. Blurs textures as well, but super fast!

MSAA: multi sample AA, high quality AA with no texture blur, demanding on hardware!

#4 YourSaviorLegion

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Posted 19 December 2015 - 05:59 PM

MWO's Texture filtering is poop, you'll do a lot better with it off

#5 Goose

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Posted 19 December 2015 - 06:02 PM

View PostMauttyKoray, on 19 December 2015 - 03:52 PM, said:

Between FXAA and MSAA I've seen minor FPS differences but haven't really seen much of a change between them, and I haven't used TXAA at all.

How many cards are you using?

View PostYourSaviorLegion, on 19 December 2015 - 05:59 PM, said:

MWO's Texture filtering is poop, you'll do a lot better with it off

Which has what to do with the question, even if your point was accurate?

#6 YourSaviorLegion

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Posted 19 December 2015 - 06:06 PM

Even TXAA/MSAA blurs textures in the distance for some reason in this game. They're not worth using if you value being able accurately see past 500m in game

#7 Goose

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Posted 19 December 2015 - 07:19 PM

… The Anisotropic filtering gets turned down at a distance by default: Ether force it to 16x in your driver, or else add
r_TexMaxAnisotropy = 16
r_TexMinAnisotropy = 0
r_Texture_Anisotropic_Level = 16
to your user.cfg





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