Very good thread. Thank you. I ran into this issue for the first time with Euro Truck Simulator 2. Normal methods would only work on the HUD and in the menu. I enabled SGSS (0x84012C1), and it even improved the appearance of textures. Multi-sample still gave some aliasing around strong light contrasts (0xF0C1).
I am sorry to hear that most modern games are like that. With nVidia you can plug in anti-aliasing into any old 16-bit game whose developers had never imagined it. But it doesn't work anymore.
Originally Posted by jtom320
A lot of post-process AA algorithms have been made and if you are anything like me you think they all look like garbage.
Yes indeed they do look like garbage. Static frames might look okay, but in motion there still is shimmering, where the detection sometimes matches detail, and sometimes it doesn't. It has been perfectly known in sound production that you cannot remove aliasing once it is in the signal. The post-processors are a joke and make the picture look like YouTube. Sounds like a step back to composite video, where they have to try guess good detail from crosstalk.Has the meaning of the "compatibility bits" been discovered since?
I couldn't understand most of the German resource. I mean meaning like bit 1 activates X, and bits 5-8 activate Y on A,B,C,D?
Originally Posted by majnu
Why is Antialiasing behaviour flags set to None?
Inspector hints that the value merely instructs and "limits" what the official control panel is "allowed" to show and do.Edited by j7nj7n - 9/23/14 at 9:06am