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BONKERS

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  1. Like
    BONKERS got a reaction from Blackbird in Another Request , this time for RE Engine Games and Wetness Shader disable or tweak   
    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.
     
  2. Like
    BONKERS got a reaction from Marioysikax in Anisotropic filtering and anti-aliasing   
    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.
  3. Like
    BONKERS got a reaction from SirYodaJedi in Anisotropic filtering and anti-aliasing   
    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.
  4. Like
    BONKERS got a reaction from Oxion3 in PC now most profitable platform for Ubisoft, despite once stating PC had "93 to 95 percent piracy rate"   
    Typical corporate hypocrisy.

    And yet they want to still wage war against Valve and Steam. Greedy sods.
  5. Like
    BONKERS got a reaction from AmethystViper in Publisher tinyBuild won't patch or update GOG games "because games are continuously torrented through DRM free builds"   
    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.
  6. Like
    BONKERS reacted to Aemony in Is it possible to embed a Google Docs spreadsheet into a page?   
    https://pcgamingwiki.com/wiki/List_of_anti-aliasing_compatibility_flags_for_Nvidia
    If you could confirm the direct link ( https://docs.google.com/spreadsheet/pub?key=0AnHpuYHx21sjdENRSHg1ZkhndWF5R05tQjhCbTFNUVE ) points to the same document, that'd be great 🙂
  7. Like
    BONKERS reacted to Mars icecream in Subjective key points   
    http://pcgamingwiki.com/wiki/PCGamingWiki:Editing_guide/Key_points_and_General_information#Key_points
     
     
    examples in articles (note that usernames in revisions aren't related):
    http://pcgamingwiki.com/w/index.php?title=Watch_Dogs_2&oldid=310275
    http://pcgamingwiki.com/w/index.php?title=Gears_of_War_4&oldid=313741
    http://pcgamingwiki.com/w/index.php?title=Forza_Horizon_3&oldid=309888
    http://pcgamingwiki.com/w/index.php?title=Prince_of_Persia:_The_Sands_of_Time&oldid=322326
    http://pcgamingwiki.com/w/index.php?title=Half-Life&oldid=312250
    https://pcgamingwiki.com/w/index.php?title=Viva_Pi%C3%B1ata&oldid=310797
    https://pcgamingwiki.com/w/index.php?title=Black_%26_White_2&oldid=412793
     
    I think that certain subjective key points such as "a good PC port", "great performance" and "lots of options" shouldn't be added - users can make their own conclusions based on the available information. I try to remove them from articles, but some users keep reverting my edits and I won't engage in "editing wars".
    There has been some quite incomprehensible ones such as "Doesn't suffer the issues of previous Ubisoft PC ports" for Watch Dogs 2 (still on the front page as the featured article information is perhaps only fetched once).
  8. Like
    BONKERS got a reaction from Mirh in Glossary for Ambient Occlusion (AO)   
    Not to terribly much reason to I think. Not many games have multiple AO options, and every game specific implementation is different from the last. Not many stick to standard techniques.

    SSAO is a generic blanket term if it's used in a game as an option. You don't know what else specific and unique to that one implementation in the game is doing different than another that uses "SSAO".

    Companies like Ubisoft often iterate their own offshoot, derivative techniques with just about every game.

    Unless they are using something set in stone to a certain degree like HBAO, HDAO, or HBAO+. There's just too much little variation than can be reported on.  (Even these can be different from one game to another in terms of how they look visually and how they perform depending on how they decide to set it up. )
    Tons of games just call their option "Ambient Occlusion". Which really means nothing other than giving you a description of what basic idea of a visual effect it enables.


    If you just want info on AO in general there are other web pages out there.
  9. Like
    BONKERS got a reaction from Mars icecream in Glossary for Ambient Occlusion (AO)   
    Not to terribly much reason to I think. Not many games have multiple AO options, and every game specific implementation is different from the last. Not many stick to standard techniques.

    SSAO is a generic blanket term if it's used in a game as an option. You don't know what else specific and unique to that one implementation in the game is doing different than another that uses "SSAO".

    Companies like Ubisoft often iterate their own offshoot, derivative techniques with just about every game.

    Unless they are using something set in stone to a certain degree like HBAO, HDAO, or HBAO+. There's just too much little variation than can be reported on.  (Even these can be different from one game to another in terms of how they look visually and how they perform depending on how they decide to set it up. )
    Tons of games just call their option "Ambient Occlusion". Which really means nothing other than giving you a description of what basic idea of a visual effect it enables.


    If you just want info on AO in general there are other web pages out there.
  10. Like
    BONKERS got a reaction from Blackbird in Glossary for Ambient Occlusion (AO)   
    Not to terribly much reason to I think. Not many games have multiple AO options, and every game specific implementation is different from the last. Not many stick to standard techniques.

    SSAO is a generic blanket term if it's used in a game as an option. You don't know what else specific and unique to that one implementation in the game is doing different than another that uses "SSAO".

    Companies like Ubisoft often iterate their own offshoot, derivative techniques with just about every game.

    Unless they are using something set in stone to a certain degree like HBAO, HDAO, or HBAO+. There's just too much little variation than can be reported on.  (Even these can be different from one game to another in terms of how they look visually and how they perform depending on how they decide to set it up. )
    Tons of games just call their option "Ambient Occlusion". Which really means nothing other than giving you a description of what basic idea of a visual effect it enables.


    If you just want info on AO in general there are other web pages out there.
  11. Like
    BONKERS got a reaction from Blackbird in shouldn't we make a glossary page for capping fps?   
    Less input lag. But less tearing just isn't true. You will get noticeable tearing somewhere on the screen no matter what if you aren't using Vsync in FSE.
     
    Borderless windowed will increase your input lag while still running at an unlocked framerate. DWM will just toss what it wants wherever. So if you run at a very high framerate in BW, you might be able to counter the lag added from DWM Vsync, but the visuals will not be completely smooth.
     
     
    The only way to get no tearing with super low latency and high framerates is Freesync/Gsync. A consistent fixed update is still better IMO. Which you can use both to achieve. Cap the framerate with one of them, and you get a consistent smooth and even paced image with all the benefits of not using Vsync at all.
     
    You can also try fast sync with a capped framerate of 90,120,150,180,240. Some games it works very well with.
     
     
     
    I'd love to see actual examples of this.
    I have never encountered it.
     
     
     
     
  12. Like
    BONKERS got a reaction from Mirh in AA, AF, Vsync and forcing through GPU   
    It will cause issues in some games. And in the majority it will do absolutely nothing.

    First i've heard of AF causing issues in AW. Nvidia has built in overrides for games that have issues with AF, making it so you can't force it unless you disable the lock they have on each profile.
  13. Like
    BONKERS got a reaction from Mirh in Preventing screen tearing using window mode   
    The way Vsync works with the compositor is independent of the game frame rate. It doesn't  sync the game for you. So it will skip frames as it sees fit depending on the framerate. Even if you cap the framerate.
    So you will be getting non perfect Vsync but with similar input lag as FSE Vsync. Though if you don't notice then that's fine.
    For me, it detracts from one of the pluses of Windowed mode, which is less input lag because no Vsync if you don't want to be playing in FSE.
    So if you want to get that in W8/10, you have to use FSE only to get an uncapped framerate with the least latency. A minor quibble.

    Windows 7's compositor is infamously bad at vsyncing everything.
    What i've tried of W10's isn't too bad tbh.
  14. Like
    BONKERS got a reaction from Mars icecream in AA, AF, Vsync and forcing through GPU   
    Does the same happen with 4xAA selected?

    Does it do the same if you put the intro videos back?

    Are you playing in Windowed mode? That might be a possibility. Try FSE.

    Also: On try a 16:10 resolution or 4:3 too, you never know.

    I'm surprised the CSAA option is working for you. Do you have a Pre Maxwell card?

     
  15. Like
    BONKERS got a reaction from Mirh in AA, AF, Vsync and forcing through GPU   
    Does the same happen with 4xAA selected?

    Does it do the same if you put the intro videos back?

    Are you playing in Windowed mode? That might be a possibility. Try FSE.

    Also: On try a 16:10 resolution or 4:3 too, you never know.

    I'm surprised the CSAA option is working for you. Do you have a Pre Maxwell card?

     
  16. Like
    BONKERS got a reaction from Blackbird in AA, AF, Vsync and forcing through GPU   
    I did recently edit the information in the Google Spreadsheet, I had totally forgotten that tab existed.
    I am not the one who created the document, but I am the one who has maintained and kept it up to date for last 3 years or so. It was in a very very sorry state before I took over.
     
    Not having to bother with the details would be great honestly. But it's not always that simple.
    That's why the google document mentions any special instructions that any individual game needs. 
    For bits, yes different ones provide different functions. For example, if you wanted to force MSAA. It requires a different flag most of the time than say SGSSAA.
    And with SGSSAA sometimes, different flags provide different results. Peoples choice might hinge on personal preference.
     
    Like with many later UE3 games. They have FXAA forced on no matter what unless you disable Post Processing completely. Which means you lose Tone Mapping, Bloom , DoF and many other effects. So the user has to decide if they are ok with FXAA potentially getting in the way of SGSSAA working as well as it is supposed to. Which might be mitigatable with additional downsampling. Or lose all those effects
     
    Another example is Dawn of War II series. One flag AA's everything fairly well. Including the UI. Another flag skips the UI and the resulting AA is slightly sharper, but has slightly worse aliasing. The game UI scales with resolution, so downsampling isn't very viable an alternative because the UI becomes too small.
    So the person has to decide on the look that they like. Whether they'd rather use sharpening after the fact or are fine with it as is.
    DOW II
    No AA https://abload.de/img/noaag6st4.png
    8xSGSSAA with flag that gets everything. https://abload.de/img/12c18xsgssaaans5e.png
    8xSGSSAA with flag that skips the UI/is sharper https://abload.de/img/12c48xsgssaa96s5j.png
     
     
    Importing flags means, you can export profiles from Nvidia Profile Inspector for a given application and any settings changed by the user (As long as the option to ignore pre-defined values is set) will be put into a file. Then someone else could import that file and then they'd have a profile for say
    Dead Rising 1 - With the AA flag set, and Enhance application setting and 4xSGSSAA set. Since forcing is impossible, the user would have to make sure 4xMSAA is enabled in game for this example.
     
    The problem lies in, that you'd have to make multiple profiles to export per game with each different setting set (Example. 1 profile with 4xSGSSAA set. One with 8xSGSSAA set, and so on) . Or just ones with the different AA flags set on the profile. The user would still need to know what they can do with that flag once it's imported and any special instructions from the game side.
     
    I mean I guess theoretically one could create a tabled page with profiles to import for different settings and any special instructions. Basically what the Google Spreadsheet already is, but with a lot of links to importable profiles for each different setting. Rather than just giving the user the information and letting them input and set it up themselves.
    Going that method, given that there are 571 Game entries including duplicates in the spreadsheet, just for SGSSAA alone if possible (2x,4x,8x) that's 1713 .nip files i'd have to make one at a time. Even if I was just making profiles with the different AA flags on them so people could import them and then set the AA manually. That's 571 .nip files i'd have to generate and then hope the user knows what to do afterward.
     
    That's just how the application works.
     
     
    The NPI page I made was already flagged for being too long and too wordy. If I added a section at the bottom in a table format for all the AA flags, that'd increase the page length a significant amount.
     
    I mean, I COULD do this. Whether the Site admins/owners agree with it. Is another thing.
     
     
    I am aware of this guy. Really shady character, unwilling to take criticism or skepticism. That we should just accept his word as fact. Rather than engaging in conversation and trying to help educate his point of view and ideas.
     
    He has multiple times tried to create these registry changes that supposedly make games run way better and other stuff But really didn't seem to amount to anything when people actually took the risk and installed them. Similar situation.
    http://forums.guru3d.com/showthread.php?t=405360
     
    I don't necessarily think everything was fake that he was talking about perhaps. But the whole situation could've gone a whole lot better.
     
    Whether Nvidia makes the Hardware Module purely as source of profit for G-Sync, is a toss up. There have been multiple blind tests done that show that people often pick out G-sync as the better of the two. We don't know the cost of these modules and the licensing they charge. Will they be in a manner that makes sure Nvidia makes money off of it? Sure that's what any business does. But it would be nice to see the price and point of entry come way down.
    I'd really kill for just a 60hz Gynsc basic 1080p monitor.
     
     
     
    You are right it doesn't, because IdTech5 uses OpenGL. So you are at the mercy of the developer to support Anti Aliasing. Most modern OpenGL games dont' allow for any kind of AA to be forced from the Driver for Nvidia cards. IdTech4 games worked, but not IdTech5. There are no compatibilty bits for OGL.
  17. Like
    BONKERS reacted to Mars icecream in AA, AF, Vsync and forcing through GPU   
    EDIT: Ignore, caused by "r_skipglare 1" command. I didn't know the commands stick...
  18. Like
    BONKERS got a reaction from Mars icecream in Forcing AA on AMD Cards? (GTA V)   
    This is why I don't buy AMD cards personally. If they could force AA on games as well as Nvidia cards in DX9, and at similar quality (Mass Effect was known for being poor quality when forced). I'd gladly use an AMD card as well.
  19. Like
    BONKERS got a reaction from Blackbird in Forcing AA on AMD Cards? (GTA V)   
    This is why I don't buy AMD cards personally. If they could force AA on games as well as Nvidia cards in DX9, and at similar quality (Mass Effect was known for being poor quality when forced). I'd gladly use an AMD card as well.
  20. Like
    BONKERS got a reaction from Mirh in Are discrete soundcards worth buying for modern games?   
    This^^^.
     
    If you care about audio quality to a high degree, then it's still very worth it. Especially if you can swap op amps to your preferences.
     
    Dolby Headphone is great , I wish more devices used it.
    Though a lot of onboard soundcards these days also offer DDL and DTS Connect for those with 5.1 optical receivers. (Different from DolbyHP)
     
    Is it necessary? Probably not for the average person.
     
    I work with audio, so it's worth it for that alone. ASIO dominates for working with audio.
  21. Like
    BONKERS got a reaction from Mirh in AA, AF, Vsync and forcing through GPU   
    Ah but there is no pretending. They DO exist.
     
    Nvidia users have access from Inspector ; for games DX9 and less, and older OpenGL games; to force the following forms of AA (Depending on compatibility shown in list based on flag or without)
     
    MSAA,CSAA,OGSSAA,HSAA,SGSSAA,TrSSAA,TrMSAA,MFAA and FXAA(Which is API agnostic)
     
    Some can be used standalone, some can be combined with others, some require being combined.
     
    MSAA (Multisampling)   2x,2xQ(Quincux),4x,8xQ Standard MSAA
     
    CSAA (Coverage Sampling)  8x,16x,16xQ,32x. Requires same compatibility as MSAA. If it works with MSAA it will with CSAA generally. Though this is pointless as there is no gain in quality/perf these days really and you are limited to pre-Maxwell GPUs
     
    OGSSAA (Ordered Grid Super Sampling)  1x2,2x1,2x2,3x3,4x4. Standard brute force SSAA with built in texture LOD adjustment.(Which in some games works against it). It has some downsides though, it can be very costly in some games and can be limited by the standard Box function resolve.
    In one specific case, I remember OGSSAA worked better in Sonic All Star Racing Transformed, better than SGSSAA did. In L4D2, without any bits using 4x4 looks amazing, though slightly soft. Using bits brings it back to normal sharpness.
     
    HSAA(Hybrid Sampling)  4xS,8xS,8xSQ,12xS,16xS,32xS Hybrid Sampling (Referred to internally in the driver as Mixed Sampling)combines OGSSAA with MSAA and the naming schemes are based on approximate level of SSAA the combined pairs give.
    4xS - 1x2 OG + 2xMSAA (1x2x2=4)
    8xS - 1x2 OG + 4xMSAA (1x2x4=8)
    8xSQ - 2x2 OG + 2xMSAA (2x2x2=8)
    12xS - 2x2 OG + 4xOGMSAA This one is a bit of an oddity, it is listed as using 4xOGMSAA, so internally I assume they are doing some trick to use the OG sample pattern for MSAA as well(rather than the standard rotated pattern), reducing cost but quality as well. When you use this mode IIRC, the effect is even visible on an OSD. With a slight offset
     
    SGSSAA(Sparse Grid Super Sampling; aka FSSGSSAA)  2x,4x and 8x. SGSSAA requires the use of matching MSAA mode (IE: 8xCSSAA =/= 8xQMSAA) to work, though you can get away with 4xMSAA and 2xSGSSAA for some games as 2x+2xSG is not very good.
    SGSSAA works by replaying the pixel shading for N number of samples per pixel for the entire scene. So 8xSGSSAA has 8 samples, each pixel has it's shading done 8 times.
    SGSSAA is actually called FSSGSSAA, (Full Scene Sparse Grid Super Sampling Anti Aliasing) and TrSSAA is just SGSSAA. Since they are the same technique, but TrSSAA is selective SSAA of Alpha Tested objects only. But in OpenGL TrSSAA is actually FSSGSSAA. Confused yet?
    There is no Automatic LOD adjustment here, some games need it. Some don't. Some people prefer it, some don't.
     
    You can also use SGSSAA to trick the driver so you can force positive or negative LOD biases without actually using SGSSAA as well. (Say you have a game that has an excessively negative LOD bias for Texture MIPS, you set say 2xMSAA,2xSGSSAA, set it to application controlled;Enhance if that doesn't work; and then set a positive LOD bias for the game profile. And it will do the trick)
     
    AMD also created their own version of this for use with Forward Plus rendering engines. Called SFAA https://github.com/GPUOpen-LibrariesAndSDKs/SSAA11/releases it works basically the same way. And includes options for auto LOD adjustment
     
    You can read a little more about SGSSAA in the attached TXAA Power Point Presentation
    http://www.mediafire.com/download/8kbi1mnc3ol2ko8/GTC-TXAA.ppt (Don't share this elswhere)
     
    TrSSAA (Transparency Super Sampling; aka SGSSAA, in Open GL TrSSAA is FSSGSSAA)   2x,4x,8x. These require MSAA to be enabled(But not sample matched), and are the same as SGSSAA but only for Alpha Test surfaces. In OpenGL, TrSSAA functions the same as SGSSAA in D3D. Meaning you get FSSGSSAA
    TrMSAA (Transparency Multisampling)  This is the same concept as TrSSAA, except instead of applying selective SSAA to Alpha Test surfaces, they are Multisampled by the current MSAA mode.
    You can read about this here > https://www.nvidia.com/object/transparency_aa.html
    FXAA (Fast Approximate) -Needs no introduction. API agnostic, however you can only enable it when forcing AA when you are using "Enhance Application Setting". You used to be able to do it when Overriding, but was broken in a driver.
     
     
    HSAA can be combined with TrSSAA,TrMSAA or SGSSAA
    MSAA can be combined with TrMSAA or TrSSAA. SGSSAA requires MSAA
     
     
    These are all very real individual techniques that anyone with a decent Nvidia GPU has access to.
     
    So there is no pretending here.
    No contradicting, you can in fact import profiles. However, all this will do is import pre-defined settings made by someone for a profile in Inspector.
    If we were to do such a thing, there would have to be multiple profiles(One for MSAA,etc) made for every single game that requires special bits. Not accounting for games that have special requirements.
    Just making profiles for every game that only import the Flags needed wouldn't solve the problem of telling people what they can do with those bits once they are imported.
     
    Making an AMD inspector I don't imagine would be hard if the individual knew what they were doing and had the same access to query the driver I suppose.
    I mean, if we went straight to Nvidia and had them put the list of flags in the driver. It still leaves the problem of , as i mentioned, what can the user do with it if they aren't familiar already?
    Sucks, but I don't really see a way around that, save for some radical overhaul from Nvidia directly of NVCP that also integrates these bits and allowing multiple per given game and giving tool tip explanations.
     

    Yeah, my Inspector page would basically be a mile a long. And would be more of a regular Wiki page (Introduction, options by category) than the standard Game Page layout.(My thread was so long I had to get the admin of the site to extend the character limit)
    .So standalone would work best. I'm gonna start on that.
     
    As for the AA page affair, I think a simple Nvidia Anti Aliasing Bits page could work.(Things could be redirected there.)
    I just need to basically format the page as a table with multiple columns.
     
     
     
    That reminds me, for DSR as well, there are a few hacks you can use to bypass the pre-determined ratios to get basically any Resolution you want based on axis multipliers or resolution%(DSRTool). DSR can be combined with any of the above forced AA methods, and works functionally well up to 16x resolution (4x4).
    DSR TOOL
  22. Like
    BONKERS reacted to Mirh in Are discrete soundcards worth buying for modern games?   
    It's worth it.
    And with worth I mean just 30-50€ "low end" Xonars. For that price you have up to 150Ω headphone amplifiers, ASIO pure drivers, hardware buffers restoration (and EAX 5) but above all you get all the Dolby/DTS giggles.
    Which is not only the dolby/DTS you are accustomed to hear in film, but real time filters like Dolby headphone/Live or DTS Connect/Surround (a godsend when you have headphones or you are on S/PDIF)
     
    Then of course there are also higher end audiophile class 200€ card with 4 times this impedance and sister boards.. but  imo, with my Xonar DX you are already a god.
     
    Also, this. Tl;dr (and perhaps I have badly written my thought) if with usual comparisons (ie music) it's pretty easy to score similarly, with games there might be programming lazyness or bugs that affects sounds, in particular positioning.
     
    TrueAudio could still benefit of some of these things btw.
     
    EDIT: well, it seems ASIO isn't so much exclusive nowadays
  23. Like
    BONKERS got a reaction from Mirh in AA, AF, Vsync and forcing through GPU   
    OK, so I guess they really donked things up when they moved things to OpenGL.
    Forcing AA is impossible(If you have MSAA or any kind of AA override set up, it's literally doing nothing. Placebo.), and the game has 4xMSAA on by default. The only way to turn it off is via the "-nomsaa" launch command.
    Even with that, forcing is still not possible.

    Enhancing, however. Is possible.

    It's as good as it will get.

    So you set up inspector like this,


    -nomsaa command (NoAA) http://u.cubeupload.com/MrBonk/hl20160727235703500.png
    In game MSAA(I assume 4x based on how it looks) http://u.cubeupload.com/MrBonk/hl20160727235835997.png
    8xMSAA+8xTrSSAA Enhanced (In OGL 8xTrSSAA is equivalent to the SGSSAA setting in D3D) http://u.cubeupload.com/MrBonk/hl20160728000803666.png
  24. Like
    BONKERS got a reaction from Mirh in AA, AF, Vsync and forcing through GPU   
    Unless you have a pre Maxwell GPU, CSAA doesn't do anything. And all it really is, is more memory efficient MSAA. Supposedly quality was supposed to be improved (like 8xCSAA gave you 8xMSAA at 4xMSAA cost) But I don't ever recall it actually ending up in a way that made a significant difference. (Since there are more problems than just geometry aliasing). Obviously, from a cost stand point it made sense and even more so on consoles(EQAA)
     
    The GoldSRC engine runs on DX7 doesn't it? Or has that been updated to DX8/9 by now? (I haven't played vanilla HL in a long long time lol)
    I'd imagine the UI at 4k would become painfully small.
    Using Nvidia inspector, i'd try setting it up like this at native res instead of downsampling and seeing how it looks. (Probably don't need any compatibility bits)

  25. Like
    BONKERS got a reaction from Mars icecream in AA, AF, Vsync and forcing through GPU   
    Ok, so it's actually not working correctly.

    I'll re download the game myself and try it out.

    brb
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