Page 1 of 2 1 2 LastLast
Results 1 to 10 of 195

Hybrid View

  1. #1
    Player
    berries's Avatar
    Join Date
    Sep 2013
    Posts
    27
    Character
    Bebe Oh
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Does anyone else use this method http://www.neogaf.com/forum/showpost...postcount=7248? No jaggies and practically no shimmer from the shrubbery and stuff. It works for me really well and only downside for me is I need to use fullscreen mode, I'm weird and I normally do all stuff in windowed otherwise.
    (0)

  2. #2
    Player
    seekified's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    896
    Character
    Karis Angara
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by berries View Post
    Does anyone else use this method http://www.neogaf.com/forum/showpost...postcount=7248? No jaggies and practically no shimmer from the shrubbery and stuff. It works for me really well and only downside for me is I need to use fullscreen mode, I'm weird and I normally do all stuff in windowed otherwise.
    Haven't tried that, but then I'm not sure it'd work on AMD cards anyhow.

    Another possibility for pseudo-SSAA is VSR/DSR scaling - you render the game in 4k (or 3200x1800 for some cards), it gets scaled down to your monitor's native resolution and UI scaling ingame takes care of the rest. Or rather, it hopefully will do in 3.0 since the current UI scaling isn't good enough and doesn't scale things like character names and whatnot.
    (0)

  3. #3
    Player
    berries's Avatar
    Join Date
    Sep 2013
    Posts
    27
    Character
    Bebe Oh
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by seekified View Post
    Haven't tried that, but then I'm not sure it'd work on AMD cards anyhow.

    Another possibility for pseudo-SSAA is VSR/DSR scaling - you render the game in 4k (or 3200x1800 for some cards), it gets scaled down to your monitor's native resolution and UI scaling ingame takes care of the rest. Or rather, it hopefully will do in 3.0 since the current UI scaling isn't good enough and doesn't scale things like character names and whatnot.
    I don't know about that pseudo something something myself, but I got so annoyed about everything shimmering when moving around that I wanted to look for a solution to it and thankfully I found that. As a bonus everything looks super clean and sharp. I guess as a another down side, it does seem to require much more from the computer, turning the camera doesn't feel as snappy when it's on. My computer is almost 3years old so I'm sure newer ones handle it better, and it doesn't really affect my gameplay anyway. For me it's 200% worth it.
    (0)

  4. #4
    Player
    Gieff's Avatar
    Join Date
    Jul 2014
    Posts
    24
    Character
    Gieff Highwind
    World
    Leviathan
    Main Class
    Lancer Lv 50
    berries is referring to SGSSAA, which is supersampling using a sparse grid via nvidia Inspector. It's the highest quality AA method you can do for current games, but unfortunately it rarely if ever works in DX11 games, so we'll be SOL for that method soon . Regular ordered grid SSAA via downsampling or nvidia DSR is also no good as seekified pointed out. The UI in this game sucks in terms of scaling options, lack of dynamic scaling with resolution changes, and is not game-resolution independent. As the monitor standard continues to move towards 1440p, 4K, and 5K, hopefully they'll at least address the UI scaling problems, which will make downsampling AA methods much easier to implement.
    (0)

  5. #5
    Player
    berries's Avatar
    Join Date
    Sep 2013
    Posts
    27
    Character
    Bebe Oh
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Gieff View Post
    berries is referring to SGSSAA, which is supersampling using a sparse grid via nvidia Inspector. It's the highest quality AA method you can do for current games, but unfortunately it rarely if ever works in DX11 games, so we'll be SOL for that method soon .
    Ugh well that sucks .. .is there no way to keep using the earlier than dx11 then, it comes with the expansion, right? I'd be happy to give up on the other stuff it might bring if I can keep this shimmer free and clean looking.
    (0)

  6. #6
    Player
    Gieff's Avatar
    Join Date
    Jul 2014
    Posts
    24
    Character
    Gieff Highwind
    World
    Leviathan
    Main Class
    Lancer Lv 50
    You CAN use the original DX9 client with Heavensward to continue using SGSSAA, but you'll be missing out on:

    - DX11's increased draw calls/CPU/GPU efficiency (more consistent FPS/performance on modern hardware)
    - Improved skin shaders
    - HBAO+ (huge improvement on soft shadows and lighting)
    - Tessellation and POM which will make the ground not look boring and flat
    - Realtime reflections on shiny floors and surfaces
    - Uncompressed textures and normal maps (bye bye blocky artifacts on every textured/bumped surface)
    - Tessellated water (real actual waves in the water instead of flat water with pretend textured waves)
    - Water caustics (those cool shiny light pocket patterns you see on the bottom of water surfaces, caused by light refraction on a wavy liquid surface)

    We shouldn't have to make this tradeoff, that would mean SE's work on DX11 was a complete waste for many if it doesn't include better AA options (which was one of the most requested DX11 features to begin with...)
    (1)

  7. #7
    Player
    berries's Avatar
    Join Date
    Sep 2013
    Posts
    27
    Character
    Bebe Oh
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Gieff View Post
    You CAN use the original DX9 client with Heavensward to continue using SGSSAA, but you'll be missing out on:

    - DX11's increased draw calls/CPU/GPU efficiency (more consistent FPS/performance on modern hardware)
    - Improved skin shaders
    - HBAO+ (huge improvement on soft shadows and lighting)
    - Tessellation and POM which will make the ground not look boring and flat
    - Realtime reflections on shiny floors and surfaces
    - Uncompressed textures and normal maps (bye bye blocky artifacts on every textured/bumped surface)
    - Tessellated water (real actual waves in the water instead of flat water with pretend textured waves)
    - Water caustics (those cool shiny light pocket patterns you see on the bottom of water surfaces, caused by light refraction on a wavy liquid surface)

    We shouldn't have to make this tradeoff, that would mean SE's work on DX11 was a complete waste for many if it doesn't include better AA options (which was one of the most requested DX11 features to begin with...)
    Oh okay, none of those say anythign to me but I'm fairly sure I won't miss any of those if I get to keep the antialiasing. But I'll wait and see, I can at least give them a try
    (0)

  8. #8
    Player
    Laraul's Avatar
    Join Date
    Nov 2011
    Posts
    902
    Character
    Laraul Lunacy
    World
    Hyperion
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Gieff View Post
    You CAN use the original DX9 client with Heavensward to continue using SGSSAA, but you'll be missing out on:

    - DX11's increased draw calls/CPU/GPU efficiency (more consistent FPS/performance on modern hardware)
    - Improved skin shaders
    - HBAO+ (huge improvement on soft shadows and lighting)
    - Tessellation and POM which will make the ground not look boring and flat
    - Realtime reflections on shiny floors and surfaces
    - Uncompressed textures and normal maps (bye bye blocky artifacts on every textured/bumped surface)
    - Tessellated water (real actual waves in the water instead of flat water with pretend textured waves)
    - Water caustics (those cool shiny light pocket patterns you see on the bottom of water surfaces, caused by light refraction on a wavy liquid surface)
    You can use SGSSAA or w/e it's called w/ the DX11 client. Why wouldn't you? It's just taking an image rendered at one resolution and scaling it to another.

    The DX9 client is perfectly capable of realtime reflections, skin shaders, Water caustics, and "uncompressed" textures. Uncompressed textures are no different than and uncompressed image. A PNG looks just as good an uncompressed BMP file, despite being compressed. The game doesn't include support ultra-high resolution textures, which I assume you are refering too. And unless your constantly face planting walls it shouldn't be much of a problem.

    Find it funny that everyone here seems to think FXAA isn't "hardware anti-aliasing" while every other kind is. FXAA uses the GPU's pixel shaders to do a post analysis pass on the rendered image. SMAA does something very similar. Perhaps in the future, they may implement MSAA + FXAA, which would be nice. Though not necessary.
    (0)
    Last edited by Laraul; 06-17-2015 at 11:42 PM.

  9. #9
    Player
    seekified's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    896
    Character
    Karis Angara
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Gieff View Post
    The UI in this game sucks in terms of scaling options, lack of dynamic scaling with resolution changes, and is not game-resolution independent. As the monitor standard continues to move towards 1440p, 4K, and 5K, hopefully they'll at least address the UI scaling problems, which will make downsampling AA methods much easier to implement.
    Indeed. I heard somewhere (not sure if it's official or not) that the UI scaling is being reworked for 3.0, so with any luck it'll be improved. Still, considering my 290 cards don't officially do 3840x2160 in VSR (and any non-2:1 scaling looks like crap) it'd be nice if the game client was actually responsive to forced driver settings so I could use SSAA instead.
    (1)

  10. #10
    Player
    Naraku_Diabolos's Avatar
    Join Date
    Jun 2012
    Location
    Gridania
    Posts
    1,259
    Character
    Hayley Westenra
    World
    Excalibur
    Main Class
    Ninja Lv 100
    Remember that the devs have stated that more graphical options will be added in the future when newer cards get more features. They will probably port to DX12 later on. I read that it took one online company 6 weeks to port from DX11 to DX12 for their game.
    (1)

Page 1 of 2 1 2 LastLast