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Nvidia Sparse Grid Supersampling - Page 5

post #41 of 46
Quote:
Originally Posted by Oubadah View Post

Is AA gamma Correction relevant to OGSSAA or SGSSAA?

I'm fairly certain it's for MSAA, but turning it on probably won't hurt anything.
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post #42 of 46
Why is Antialiasing behaviour flags set to None?

I can't find the compatibility bits for Assetto Corsa on that link in the OP, which one should I enter?

Thanks
post #43 of 46
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.
Quote:
Originally Posted by jtom320 View Post

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?
Quote:
Originally Posted by majnu View Post

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
post #44 of 46
Quote:
Originally Posted by j7nj7n View Post

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).

SGSS has some issues with HDR in ETS2. Namely things will get bright and keep getting brighter. If you switch from cab to exterior and back after a few minutes of driving around you will see what I mean. I've taken to just using 300% in-game scaling, as I prefer the HDR to the SGSS.
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post #45 of 46
I can see what you mean. I found the HDR option not to my "taste" and never used it. All it does is simulate my short sighted eyes with the halos around even moderately bright sources like the dashboard LCD. Unlike for example "color correction" which really adds to the immersion by creating sunset color cast. I find each individual digit on the dash (not just the edge) clearer now.

SGSS has also resurrected GTA: San Andreas for me (no bits needed). The game has many textures without mipmaps (which if I understand correctly must be created and modded in; no single right way to do it), and transparent textures on important objects, such as on road signs. SGSS 8x alone increased the picture quality of the vanilla game significantly.
post #46 of 46
Quote:
Originally Posted by j7nj7n View Post

I can see what you mean. I found the HDR option not to my "taste" and never used it.

Since you prefer HDR off, then SGSS is definitely the cleanest AA method for ETS2. thumb.gif Glad it works out for you.
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