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RaTcHeT302

AA in Unreal Engine 3 Games

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Depends on what kind of card you have (NV/AMD)

Also, even if you could get MSAA (Which is possible in many games on Nvidia cards). UE3 games usually suffer from far more problems than just geometry aliasing. So MSAA is only mildly helpful.


The best vendor agnostic work around is to use OGSSAA via your vendor's downsampling method at as large of a ratio with acceptable performance in combination with SMAA or FXAA. (VSR-AMD/DSR-NV).

If the game is DX9, you can use GeDoSaTo as well to similar effect, though requires a bit more in depth involvement on a per title basis.

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Another solution is to use ReShade, a DLL hook-based shader language for post-processing effects which works for DX8-11 games. That'll net you FXAA and SMAA support, along with a wide array of other post-processing effects (if you're into things like SweetFX).

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Another solution is to use ReShade, a DLL hook-based shader language for post-processing effects which works for DX8-11 games. That'll net you FXAA and SMAA support, along with a wide array of other post-processing effects (if you're into things like SweetFX).

Interesting. I used to use SweetFX in the past, but it was far too bloated with useless features for my taste. This looks far more straightforward.

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Interesting. I used to use SweetFX in the past, but it was far too bloated with useless features for my taste. This looks far more straightforward.

ReShade isn't remotely straightforward. It's got three whole shader sets which can be run in unison, and now they've included a bland configuration utility which you're expected to use (unless you go to the trouble of removing all the config-based dependencies). Said utility is barebones, lacks the readability of the original configuration files, and uses a terribly low-contrast color scheme.

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Another solution is to use ReShade, a DLL hook-based shader language for post-processing effects which works for DX8-11 games. That'll net you FXAA and SMAA support, along with a wide array of other post-processing effects (if you're into things like SweetFX).

I'm not sure how safe it is with games with an online component. I honestly forgot about ReShade, there should be a list of methods somewhere.

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I'm not sure how safe it is with games with an online component. I honestly forgot about ReShade, there should be a list of methods somewhere.

Based on the warnings from its Games page, it can be unsafe.

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If anti-cheat is an issue you can still use the downscaling and AA forcing methods supplied in the video card control panel (these methods don't use injection).

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If anti-cheat is an issue you can still use the downscaling and AA forcing methods supplied in the video card control panel (these methods don't use injection).

But those don't work on all games do they? Unless you use FXAA which is kind of bleh. Forcing MSAA in some games (UE3 ones in particular) is sometimes impossible.

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Downscaling will work in any game as long as the resolution can be used by the game (a few games use a hard-coded resolution list or crash beyond a certain resolution).

 

AA methods vary in terms of support and may require workarounds (e.g. renaming the executable to have the game handled by a specific profile).

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Ah I misread the downscaling dammit. Yeah that'll work as long the game supports the res. MSAA/SGSSAA are bit tricky in some games and require some exact AA compat bits.

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You can force AA from AMD (and I'm pretty sure Nvidia too) control panels in basically every game.

 

Mass Effect 1 hasn't it, but I can enable AMSAA pretty easily (and this is not your usual crappy post processing AA).

SSAA being also an option, but too resource intensive for my computer (wouldn't know why VSR is now a thing)

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You can force AA from AMD (and I'm pretty sure Nvidia too) control panels in basically every game.

 

Mass Effect 1 hasn't it, but I can enable AMSAA pretty easily (and this is not your usual crappy post processing AA).

SSAA being also an option, but too resource intensive for my computer (wouldn't know why VSR is now a thing)

Well of course you can, but GTAIV for example can only use post-process AAs which are bleh.

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Well of course you can, but GTAIV for example can only use post-process AAs which are bleh.

Ok, this seems to explain it somewhat. Did you check if newer drivers couldn't have work around that?

 

Anyway, I guess we may assume games like GTA 4 are those were AA row should be set to false (because cmon.. post processing AA really shouldn't count)

EDIT: I mean, even because there's no point in having a "false" value if it never applies

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Ok, this seems to explain it somewhat. Did you check if newer drivers couldn't have work around that?

 

Anyway, I guess we may assume games like GTA 4 are those were AA row should be set to false (because cmon.. post processing AA really shouldn't count)

Hahaha you don't know how much I agree. It's hacky method that rarely looks good.

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