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BONKERS

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BONKERS last won the day on December 26 2019

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  1. Glad you guys are figuring out a way to turn it off. The TAA in this game is so obnoxiously bad in quality it's almost offensive this is coming from an ultra high budget release. Just having seen some of the footage of the game and screenshots I was honestly shocked at not only how bad the resolve is (Ultra blurry resolve to hide how bad your TAA actually is =/= filmic. Coming from someone who has spent the last decade chasing the best AA for hundreds of games where ultra sharp =/= ground truth. Sharpen a bad resolve and you will reveal what's under the mask. Sharpen a good, but soft resolve and you can recover real information. ), but the abundant amount of artifacts and false positives that the TAA is creating that results in some cases worse than no AA at all. (Clamping artifacts, ghosting artifacts, depth discontinuity artifacts, no pixel history artifacts, noise breakup and poor resolve artifacts, surface smearing in motion compounded by motion blur,etc) Not only that but they are trying to rely on the TAA to filter and clean up low quality effects used elsewhere that just compounds the problem. The biggest problem being the Screen Space Reflections. (In the posted screenshot above of the hub cap on the tire. That's what you are seeing alongside the breakup artifacts on the silhouette of the car body)They look almost as if they are using some sort of primitive software based path/ray tracing but at a very very low RPP without any real denoise/filter step (Which would bring it's own problems) but instead try to use the TAA on it's own to filter it and that results in the massive amounts of point/high frequency noise (And accompanying temporal artifacts)on so many surfaces in the game. There are some cases where TAA is so bad , even on console it'd be better to have a toggle not to use it. You could always account for it on PC usually,but it's shocking they lock you in to using something so horrendously poor in quality without a choice for a higher quality solution (If they can waste 50% of your render budget optionally on RT effects, they could do the same with AA. No developer ever chooses to do so) or a toggle to turn it completely off. Hope you can find an elegant solution to disable it.
  2. I'm not sure you know what you are talking about. The specular lighting model in the RE engine is based on material properities, which is a physically based lighting model. (Of course some of it exaggerated to attain a certain look intentionally. FWIW even in real life cinema, the lighting is not at all true to real life. Everything is lit a certain way to achieve a certain look. Either in filming or post.) And in real life you can have a lot of objects have the same kind of shiny finish. It all depends on how it's made. (Matte vs Satin vs Gloss). What you propose would actually have to change the entire lighting model of the engine to ignore material properties and light everything differently than how it was designed. Not a simple modification. RE7 in particular is the earliest version of this engine and so the lighting model is not as refined, but quite literally it takes place mostly in a wet, humid and damp environment where water would be a regular problem. Hence a lot of the outdoor areas are wet looking. Inside, some types of wood look more glossy but that's because the lighting material is based on a high gloss wood finish.(Though that doesn't apply to all wood. Different wood is lit differently). RE2 features rain prominently so there is also a lot of wetness in those areas and the character models actually transition from a wet to dry state based on the environment.
  3. Maybe not the 3700x but the 3600x (Or even a cheaper 2600x. 12 threads is still pretty good). One of the R5 chips is cheap enough I feel you could justify buying it and if there is something better around the corner at some point that is still AM4 compatible you can easily buy the newer chip and sell off the cheaper older one and not lose a lot of money.
  4. I have to draw the line that forcing SSAA,MSAA,SGSSAA,TrSSAA should be considered Hackable because these all have to hooked in at the driver level at the appropriate state during rendering. (Hence the need for compatibility bits) It's not at all like FXAA or SMAA since those are Post Process shaders that are GPU agnostic. You aren't just taking the final 2D Buffer like the MCable and slapping a filter on it. (Though using FXAA/SMAA with downsampling can be very beneficial https://imgsli.com/OTE5NQ) Forcing AA at the driver level for Nvidia cards is not a Post Process. And are essentially seen as a driver hack, they require special compatibility bits to be set (Using a third party program) by most games in order to function correctly. Otherwise you'd be able to do it in DX10,11,newer OGL versions without issue. But you can't because Nvidia didn't bother building in the support into the driver to hook into those kinds of backends. (Because hardware level AA support by developers was decreasing significantly at the turn of the decade, due to moving to deferred rendering where it was claimed often that they couldn't support things like MSAA. Guess what? Nvidia has the capabilities to hook in MSAA support to a ton of DX9 deferred rendering games.) Often games will require specific things to be setup in addition to compatibility bits for things to work properly. Take FFXIV for example, there are multiple compatibility flags you can use, This image uses a flag that specifically tells the driver to skip the primary flip chain in order to not have SGSSAA process the UI elements. https://imgsli.com/MTAyNDI But did you also know that you have to use the depreciated DX9 backend to use SGSSAA and did you also know that if you change the in game Gamma setting to *anything* but 50/100 it will completely break forced Anti Aliasing? Take Crysis 3 for example, it runs on DX11 and you can't "Force" AA. But you can use the in game MSAA,SMAA S2x/4x or TXAA and the driver can hook into those passes (MSAA derivatives) to "Enhance" the AA instead. This becomes highly dependent on the game engine implementation of those techniques and often is lower quality than forcing AA (It is the only option because there's nothing built into the driver to force AA in DX11) but it still has to be hooked in the game engine by the driver to work. You can enable MFAA, TrSSAA or SGSSAA on top of the above mentioned. Using SGSSAA causes a bug with grass rendering that depends on which AA you use as a basis. In all cases it cause blades of grass to become very soft and the overall quality is lacking due to the poor MSAA implementation in game. However doing all of this at a higher resolution and downsampling to your desired resolution can mitigate most of the problems or make them less obvious. Aside from FXAA or SMAA on top to clean up edges before resolve (As shown in example above) all of this has to happen at an engine level first. Does that not qualify as "hackable" ? https://imgsli.com/OTIzMA It's definitely not as often as simple as using SweetFX or Reshade.(And it gets a bit more complicated if you want to use modern Reshade in addition to forcing AA. As it requires an additional compatibility flag and the forced AA depending on which one will interact and change how the ReShade effects appear. SGSSAA with Reshade Sharpening for example will require much stronger settings than without SGSSAA because SGSSAA replays all shading for all aspects of rendering not just geometry like MSAA and so it will also effectively be anti aliasing the sharpening pass as well. Depending on what effects you are using it can get a little complicated) In my mind that qualifies as "Hackable" because the game has no support for it, but the driver has to hook into the game engine to make it work. People visit a page for a game because they want specific information for that game. They shouldn't have to dig through other pages to eventually find information on AA for that specific game that they probably have no idea may even exist in the first place. Anisotropic Filtering, I feel the same way about because tons of games don't offer it at all, their in-engine version is of lower quality(Like Crysis 2/3 for example. Even at it's highest AF in Crysis 2 is significantly lower quality than the driver verison. Similar to this Just Cause 3 comparison) (http://images.nvidia.com/geforce-com/international/comparisons/just-cause-3/just-cause-3-nvidia-control-panel-anisotropic-filtering-interactive-comparison-001-on-vs-off-rev.html) or their in game option tops out at a lower setting. For games that don't have the option at all, I feel that hackable is appropriate because it's possible that your average user doesn't know they can set it up globally in the driver to override what game engines do. Maybe a better middle ground instead of "hackable", for any game that there is something possible for, there should be a link in the AA field that just says " See Nvidia Anti Aliasing compatibility "And that would be enough of an indication to the user to search that for information for that specific game. And only put this link on pages for games that there is Nvidia specific things you can do for AA as shown in the spreadsheet. (Often the best quality performance trade off isn't just forcing AA from the driver it's actually a hybrid solution involving forcing AA+ other methods on top. Or enhancing a game's built in MSAA or MSAA derivative in addition to Downsampling which is OGSSAA. Things like this are listed for games with poor or no potential to force AA) For generalized explanations of what is what the glossary serves as fine information. But for game with specific instructions it is unsatisfactory to send people there to find out information for a specific game.
  5. No Anti Aliasing options? Disappointing. MSAA could definitely be implemented into these engines in this day and the performance penalty should be fine on modern hardware. Or at least a modern TAA or PPAA solution. Halo Reach's TAA was poor quality and had tons of ghosting problems.
  6. Yeah I just can't wait until this releases with the usual ass backwards SE port design choices coded by interns with no idea what the PC marketplace is actually like. Maybe we will be surprised and this will be one of the few competent ones. DQB1 ran uncapped at 60FPS on PS4 I think although it seemed to be riddled with constant stuttering.
  7. Typical corporate hypocrisy. And yet they want to still wage war against Valve and Steam. Greedy sods.
  8. Like mentioned, being on Steam is not going to stop piracy (lulz) and it's not going to stop piracy of the soundtrack. People can rip it from the game, make recordings of in game playback (Lossy encode of a lossy encode. Not great). But yeah this just really points to ignorance and just making a bunch of assumptions. No "Client store" will stop piracy. DRM won't stop piracy. Stop punishing your paying customers.
  9. Really hope not. But then again, wasn't this game known for having an awful translation anyway?
  10. I'm not sure if this is helpful or not but the embedded version of the sheet from my edit page on the document <iframe src="https://docs.google.com/spreadsheets/d/e/2PACX-1vT67ip9JZ7PQ0EtltSmfU71qObvgbNZa9SJQbkvAKHu83jyYOdhyvb8KatGWv2sVLacQMSXfaoT0bJX/pubhtml?widget=true&amp;headers=false"></iframe> That'd be great if you could get it to work though. It would save a lot of time and make keeping the list up to date universally.
  11. The problem from microstutter is from the game running on DX8. All games on that backend seem to have stuttering problems on W10. (I thought someone somewhere made a fix but I don't remember where) If you can get the game to run with a wrapper to DX9 (Like REshade) it may solve your problems.
  12. I have been thinking for a while about Anti Aliasing Compatibility for Nvidia GPUs. There is the existing forum thread NVidia Anti-Aliasing Guide (updated) - Guru3D.com Forums But for the last year or so the forums there do not allow the spreadsheet to be embedded in the post anymore making it less visible and having to click a link to view it. https://docs.google.com/spreadsheets/d/1ekUZsK2YXgd5XjjH1M7QkHIQgKO_i4bHCUdPeAd6OCo/edit?usp=sharing I'd really like to get this information to other places as it's still very useful for games running on Direct X9 and even for some games that don't. My first idea was to edit the PCGW page for every single game listed with flags and a link to each reference post as in the spreadsheet. (As old as some of those posts are). Over the years i've added flags to several PCGW pages but it was just sparse here and there. This would take a long time to do on a game by game basis. My next idea would be if it was possible to embed the spreadsheet into it's own PCGW entry page "Anti Aliasing Compatibility for Nvidia GPUs" and rather than having a normal layout. The entire page listed is just the spreadsheet embedded. Any ideas or thoughts?
  13. Version beta 21

    254 downloads

    This is an older version of the program to use if you can't get the latest one to work for you. Or with specific games. Sayonara Umihara Kawase in particular I could not get to run on later versions. I have verified this works on W7 and W10 just fine.
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