I can't even play with directx 11 on my game keeps crashing....
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
I would like to see proper Anti Aliasing support. I was hoping it would come along with the DX11 upgrade.
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.If you have nvidia card, you might want to try the hotfix driver...
http://nvidia.custhelp.com/app/answers/detail/a_id/3694
bumping because this actually is a very important problem
Giving this thread a bump, would really like to see MSAA with the DX11 Client.
This needs to be put in, the lack of proper AA is quite saddening on such a beatiful game.
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.
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