Some kind of hardware anti-aliasing please. I have no interest in FXAA or other post-processing solutions.
This game really needs it. :|


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.
Amen pointing out their ugly excuse for transparency and alpha effects...though I'm not sure if that's still junk left over from 1.0 (it was even worse then), or if this is a necessary limitation to keep the pixel/shader cost down to work with the ancient PS3. They have to fit the whole damn game within 512mb of memory just to keep compatibility with that f'ing console. They should've cut their losses and never compromised for the PS3. No one would have the right to criticize Yoshida for admitting the game would be severely gimped by it and just moving on. I'm willing to bet we'd see a lot more updated AA methods if this was truly PC only as well.**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.
The Transparency effect (Pixel Looking like) comes originally from Final Fantasy XIII I believe, whenever you would zoom in, your Character had Transparent Pixel over the whole Body, the more you zoomed, the more Pixels you saw.Amen pointing out their ugly excuse for transparency and alpha effects...though I'm not sure if that's still junk left over from 1.0 (it was even worse then), or if this is a necessary limitation to keep the pixel/shader cost down to work with the ancient PS3. They have to fit the whole damn game within 512mb of memory just to keep compatibility with that f'ing console. They should've cut their losses and never compromised for the PS3. No one would have the right to criticize Yoshida for admitting the game would be severely gimped by it and just moving on. I'm willing to bet we'd see a lot more updated AA methods if this was truly PC only as well.



I hope we get more AA options in the future, even though I don't know if my GFX can take it. I have like 15 fps only to spare with more enhacements to the image.
Not sure if this has been mentioned yet (If it has, please ignore!) You can probably use Reshade/Sweetfx, I remember messing around with it. The only downside is the UI gets caught up in it when you use alternate AA (Letters become blotchey).
Nah, reshade is amazing but it cannot do hardware anti alising with it since it's technically just an overlay.
The only AA reshade can do is post processing which is the opposite of hardware AA.
The best we currently can do is downscaling but that makes the text bubbles unreadable, i tried that.


We need more AA options and there are a lot of different types they can implement. TXAA, MSAA, CSAA etc. We also need higher res textures. I would like to see more AA options and higher res packs in future. I play without FXAA it's too hazy for my likes. When you have such low res. textures and you put FXAA on top the result is a horrible blurred picture.
I've been trying to find a good settings to force a better anti-aliasing through Nvidia Inspector but no luck.
Also here's a thread I'm guessing it's related to anti aliasing because I cannot stand the pixelated shadows anymore /disappointed
http://forum.square-enix.com/ffxiv/t...e-View-problem
also made one in Technical Japaneses forums and still no comment from the devs
http://forum.square-enix.com/ffxiv/t...83%B3%E3%82%B0
please check the videos inside and say if you have the same issue.
If you can afford it, try DSR/VSR with FXAA. Due to the way FXAA works, you should see less blurring.We need more AA options and there are a lot of different types they can implement. TXAA, MSAA, CSAA etc. We also need higher res textures. I would like to see more AA options and higher res packs in future. I play without FXAA it's too hazy for my likes. When you have such low res. textures and you put FXAA on top the result is a horrible blurred picture.
It's not cheap though.
The pixelated shadows have nothing to do with lack of AA, they are pixelated because low resolution shadow maps are used.I've been trying to find a good settings to force a better anti-aliasing through Nvidia Inspector but no luck.
Also here's a thread I'm guessing it's related to anti aliasing because I cannot stand the pixelated shadows anymore /disappointed
http://forum.square-enix.com/ffxiv/t...e-View-problem.
Last edited by Bishop81; 08-02-2015 at 09:35 PM.
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