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Crysis 3 Anti Aliasing Modes?

post #1 of 86
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Hey all, I have just started playing Crysis 3 and the four choices of anti-aliasing modes confuse me...

MSAA, TXAA, SMAA, or FXAA????

What are the differences? What should I have?

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post #2 of 86
MSAA is multisampling. Normally this is the best, albeit the most performance intensive AA available... but for me, it's crap in Crysis 3. Doesn't seem to be working at all.

TXAA is pretty blurry, but also extremely effective at removing aliasing. Looks decent but pretty performance hungry.

SMAA is light on performance. Does an "ok" job. Though with SLI you're limited to 2x... for some stupid reason.

FXAA is probably the lightest on performance. It's blurrier than SMAA.

With 2x 680s, I'd try a combination fo downsampling + SMAA to see how well that works for you. I'd also try TXAA, just to see if you like the look of it.
Edited by jim2point0 - 3/2/13 at 6:25am
post #3 of 86
not sure about the release version of the game, but this is what i got with my GTX670 with the MP beta.

i don't have any screenshots to show the image quality in each mode though. most people say SMAA is the one to choose. MSAA would give the best static picture quality, but you won't see a difference between the two when moving (it seems). SMAA gives much better performance as well.i'm hoping to play at SMAA 2TX when i get the game. i think that's the sweet spot. (if it is hard to play at that FPS, especially MP, then i would use SMAA 1x. )
Edited by Anusha - 2/21/13 at 1:59pm
post #4 of 86
Quote:
Originally Posted by jim2point0 View Post

With 2x 680s, I'd try a combination fo downsampling + SMAA to see how well that works for you.

I've just started playing the game. I'm running it down-sampled from 2720x1700 to 1920x1200 with SMAA MGPU (2x), and even with a down-sampling/SMAA combination, rails, stairs, and distant objects, still exhibit significant aliasing.

The game looks absolutely incredible, but I'm bothered by the lackluster AA in this game. Even 8x MSAA fails to get of the jaggies, which is ridiculous.

Has anybody tried SMAA injector in this game? Maybe SMAA ultra would do the trick. I know in Crysis 2, MaLDo was able to implement a combination of SMAA ultra/FXAA which greatly reduced aliasing in the game, I'm hoping the same can be done for Crysis 3.
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post #5 of 86
For those with NVIDIA cards, you might want to try tinkering around in NVIDIA Inspector. I'd try using MSAA in game, and enhancing this via Inspector with 8xQ or 16xQ. Also the vegetation might count as transparent objects (that's how Crysis and Crysis Warhead are), so transparency SSAA would help but good luck running that.
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post #6 of 86
FXAA is extremely light. FXAA isn't the same as traditional AA. It post processing that is done after the image is rendered (basicly a blurr filter combined wiht edge detect). Where traditional AA like MSAA, SSAA actually render the image with more information.

The issue with FXAA is that it does not work perfectly and sometimes it blurs edges to little resulting in aliasing (jaggies) and sometimes it blurs things that should not be blurred resulting in lost image sharpness. In my experience trying to rely only on FXAA to get rid of jaggies you need to turn it up so high that it blurs lots of stuff you don't want resulting in muddy textures. Its fine for putting the finishing touches on a already AA image. For example running 4x MSAA + FXAA instead of running 8x MSAA or FXAA + SSAA that IMO works really well.

Crysis 3 has lots of different AA options.

FXAA: As explained above

SMAA: A post process AA like FXAA but better and more advanced. Still suffers form same issues as FXAA but to a lesser degree

TXAA: This is an nvidia only type of AA. Its "true" AA and "TXAA 4x offers image fidelity superior to 8xMSAA, with a performance impact comparable to 4xMSAA". It also does temporal aliasing meaning it takes the previous frame into consideration in order to reduce shimmering.

MSAA: The old war horse of AA and is still a very good option if you have to power to run it as its only real draw back is the performance impact.

Not available natively in Crysis 3 is supersampling (SSAA) but it can be enabled in other ways. Basically it means rendering the image at a higher resolution and then scaling it back to the desired size. This gives the best image quality but is so resource heavy that no one is going to do it in Crysis 3 for a very long time.


Even though on paper TXAA or SMAA should be the best options the screen shots of Crysis 3 I have seen seam to say the exact opposite where TXAA and SMAA actually seam to blur stuff more while not really providing better performance or edge smoothing.

look at thees -->> http://bbs1.ruliweb.daum.net/gaia/do/ruliweb/detail/xbox/read?articleId=5609386&bbsId=G001&itemId=80322&pageIndex=1

Crysis 3 in the link above there is also a mention of MXAA x8 but I think its a typo and is supposed to be MSAA x8. Can anyone confirm this?

Edit: Keep in mind though I haven't got Crysis 3 my self yet so this is based on prior knowledge and screen shots only. With AA screen shots only tell half the story as shimmering and aliasing only show there true colors in moving real time images. It might be that SMAA and TXAA actually do work well in the real world.
Edited by Bit_reaper - 2/23/13 at 4:47am
    
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post #7 of 86
MSAA is terrible in this game. I can see no difference between SMAA 2x and 8X MSAA. Aliasing is still very apparent with either, even after down-sampling.
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post #8 of 86
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Man i miss when AA options where just off, 2x, 4x, and 8x...
     
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post #9 of 86
MSAA only considers the edges of geometry, while FXAA, SMAA and TXAA look at the rendered image as a whole and go from there. SMAA 2x is 2xMSAA + SMAA.

http://www.iryoku.com/smaa/downloads/SMAA-Enhanced-Subpixel-Morphological-Antialiasing.pdf
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post #10 of 86
Quote:
Originally Posted by zinfinion View Post

MSAA only considers the edges of geometry, while FXAA, SMAA and TXAA look at the rendered image as a whole and go from there. SMAA 2x is 2xMSAA + SMAA.

http://www.iryoku.com/smaa/downloads/SMAA-Enhanced-Subpixel-Morphological-Antialiasing.pdf
Then how come SMAA cones with a lesser performance hit?
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