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Results 141 to 150 of 195
  1. #141
    Player
    Yoruichi4478's Avatar
    Join Date
    Aug 2011
    Location
    Uldah
    Posts
    385
    Character
    Kya Purrcy
    World
    Hyperion
    Main Class
    Bard Lv 80
    I can't even play with directx 11 on my game keeps crashing....
    (0)

  2. #142
    Player
    Nekodar's Avatar
    Join Date
    Feb 2013
    Location
    Ul'dah
    Posts
    2,104
    Character
    Nyaano Nohea
    World
    Midgardsormr
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Yoruichi4478 View Post
    I can't even play with directx 11 on my game keeps crashing....
    If you have nvidia card, you might want to try the hotfix driver...
    http://nvidia.custhelp.com/app/answers/detail/a_id/3694
    (0)

  3. #143
    Player
    Galaticus's Avatar
    Join Date
    Jan 2015
    Location
    Limsa Lominsa
    Posts
    65
    Character
    Aresyne Skye'tiera
    World
    Brynhildr
    Main Class
    Archer Lv 70
    I would like to see proper Anti Aliasing support. I was hoping it would come along with the DX11 upgrade.
    (2)

  4. #144
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Nekodar View Post
    If you have nvidia card, you might want to try the hotfix driver...
    http://nvidia.custhelp.com/app/answers/detail/a_id/3694
    That will only fix the issue if it was with players with a G-sync monitor unfortunately. Players experiencing crashes at startup should reinstall the Microsoft Visual C++ 2010 Runtime. Players experiencing crashes at close, need to make sure that RAPTR and GeForce Experience (and anything like MSI Afterburner) are NOT running simultaneously. When I close RAPTR and GeForce Experience, the crashes disappear.
    (0)

  5. #145
    Player
    Treble's Avatar
    Join Date
    Aug 2013
    Posts
    166
    Character
    Treble Elysian
    World
    Leviathan
    Main Class
    Lancer Lv 60
    bumping because this actually is a very important problem
    (3)

  6. #146
    Player
    Silver_bells's Avatar
    Join Date
    May 2014
    Posts
    7
    Character
    Crescent Luna
    World
    Brynhildr
    Main Class
    Arcanist Lv 11
    Giving this thread a bump, would really like to see MSAA with the DX11 Client.
    (3)

  7. #147
    Player
    Breadwinka's Avatar
    Join Date
    Jul 2015
    Posts
    1
    Character
    Keima Katsuragi
    World
    Famfrit
    Main Class
    Dragoon Lv 60
    This needs to be put in, the lack of proper AA is quite saddening on such a beatiful game.
    (2)

  8. #148
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Silver_bells View Post
    Giving this thread a bump, would really like to see MSAA with the DX11 Client.
    MSAA is hella expensive though.

    SMAA T2x is a good compromise.

    If I had to choose, I would choose the latter.
    (0)

  9. #149
    Player
    Crevox's Avatar
    Join Date
    Mar 2011
    Posts
    481
    Character
    Crevox Shadeseer
    World
    Hyperion
    Main Class
    Arcanist Lv 70
    Some kind of hardware anti-aliasing please. I have no interest in FXAA or other post-processing solutions.

    This game really needs it. :|
    (2)

  10. #150
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Crevox View Post
    Some kind of hardware anti-aliasing please. I have no interest in FXAA or other post-processing solutions.

    This game really needs it. :|
    All AA solutions are hardware solutions. :P

    Multi-sampling is quite expensive though. Quality is great but you are effectively doing a limited form of super-sampling - i.e. you super-sample (sort of) along the polygon edges; aliasing within the polygon is taken care off by mip-mapping normally (which doesn't work that well if there are shader effects on the polygon since shader effects are done at run time at display resolution v.s. textures that can be scaled offline).

    Given how frugal SE is with shader cost**. I wouldn't get my hopes up for MSAA.

    **I mean look at how stealth (i.e. transparency) is done in this game. The HQ way is to render the character and the background behind it and blend/avg the pixels. However that would increase the number of pixels you need to shade - depending on the number of pixels the character takes up on-screen. SE's "solution"? Alternately render the character and the background resulting in the patterned look. But the number of pixels needed to be shaded is constant regardless of the size of the character or whether stealth is on or not.
    (0)

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