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Crysis 3 Anti Aliasing Modes? - Page 5

post #41 of 86
Quote:
Originally Posted by Skilletis View Post

Quote:
Originally Posted by selayan View Post

Yeah it kept saying running out of memory. Then it would quit. I guess since Fxaa is lighter I may use that instead. I'll have to turn down blur and other useless textures

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Huh, did you check to make sure there isn't a bunch of background processes running. Use Task Manger.

Oh and that memory issue I think is related to vram not system memory. Looking at task manager no way the game is using the whole 8gb of system memory.

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post #42 of 86
Quote:
Originally Posted by Bit_reaper View Post

That's why more games should allow you to use FXAA and MSAA simultaneously. 4x or 8xMSAA with a a little FXAA sprinkled on top looks really good. That or 2xSSAA + FXAA which looks fantastic. I guess I should look into FXAA injectors tongue.gif
I thought TXAA was supposed to be MSAA + FXAA.

I've found that downsampling + TXAA looks the best to me. Combined with "r_sharpening 0.7" when using TXAA to offset the blur a little. Some examples...

8491878634_14b22e9680.jpg

8497891838_1580758b36.jpg

8496788451_4039e9d259.jpg

8504942399_83ff0f3624.jpg

8506074276_70e94ed4ff.jpg
post #43 of 86
Quote:
Originally Posted by jim2point0 View Post

I thought TXAA was supposed to be MSAA + FXAA.

I've found that downsampling + TXAA looks the best to me. Combined with "r_sharpening 0.7" when using TXAA to offset the blur a little. Some examples...
Warning: Spoiler! (Click to show)
8491878634_14b22e9680.jpg

8497891838_1580758b36.jpg

8496788451_4039e9d259.jpg

8504942399_83ff0f3624.jpg

8506074276_70e94ed4ff.jpg

TXAA was supposed to be many things. If one was to believe Nvidia it would be the greatest thing since sliced bread. 4x TXAA was supposed to deliver better then 8x MSAA image quality with a performance hit equal or less then 4x MSAA. I was also supposed to be especially good at reducing shimmering. Sadly from what I have seen TXAA is horribly blurry and not really much lighter then MSAA.

That being said even it can't ruin good old SSAA (aka downsampling). Noting makes the fine details pop like SSAA. thumb.gif If only you didn't need 680 SLI to run it in modern games.
    
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post #44 of 86
With some experimenting i found out that SMAA High looks best and doesn't destroy my performance on very high.
TXAA doesn't hide the jaggies very well on medium and on high it performs way worse than smaa on high.
post #45 of 86
Quote:
Originally Posted by Bit_reaper View Post

TXAA was supposed to be many things. If one was to believe Nvidia it would be the greatest thing since sliced bread. 4x TXAA was supposed to deliver better then 8x MSAA image quality with a performance hit equal or less then 4x MSAA. I was also supposed to be especially good at reducing shimmering. Sadly from what I have seen TXAA is horribly blurry and not really much lighter then MSAA.
I was just going off their definition. I honestly thought that's what TXAA was (MSAA + FXAA applied at the same time). It's blurry, but I don't notice it after setting "r_sharpening" to 0.7. I think it looks better in motion than the other AA modes in this game... though not the best in still screenshots.
Quote:
Originally Posted by Bit_reaper View Post

That being said even it can't ruin good old SSAA (aka downsampling). Noting makes the fine details pop like SSAA. thumb.gif If only you didn't need 680 SLI to run it in modern games.
Honestly, if I didn't hate aliasing so much, I'd be able to get away with less GPU power. But alas... nothing ruins a game's visuals more for me than jagged edges frown.gif
post #46 of 86
Quote:
Originally Posted by thesupersexy View Post

Man i miss when AA options where just off, 2x, 4x, and 8x...

Me too....really, I cant decide which one to use
Probably I will use SMAA 2TX with my GTX570´s in SLI. Check here:
.

What do you think?
post #47 of 86
Quote:
Originally Posted by jim2point0 View Post

I was just going off their definition. I honestly thought that's what TXAA was (MSAA + FXAA applied at the same time). It's blurry, but I don't notice it after setting "r_sharpening" to 0.7. I think it looks better in motion than the other AA modes in this game... though not the best in still screenshots.
Honestly, if I didn't hate aliasing so much, I'd be able to get away with less GPU power. But alas... nothing ruins a game's visuals more for me than jagged edges frown.gif

TXAA is MSAA + a resolve filter (whatever that means) + multiframe sampling to reduce motion artifacts. All of which equals a blurry mess in The Secret World, I'm presuming it's somewhat better in Crysis 3.
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post #48 of 86
It is blurrier than all other mods of AA in Crysis 3... some of that can be alleviated, assuming you like how it handles jaggies. I do, so I use it.

This is a pretty complex scene. The fact that I can look at it, see details, and no obvious jagged edges is pretty great. I should do a comparison with the other mods from this same location.
post #49 of 86
Quote:
Originally Posted by jim2point0 View Post

It is blurrier than all other mods of AA in Crysis 3... some of that can be alleviated, assuming you like how it handles jaggies. I do, so I use it.

This is a pretty complex scene. The fact that I can look at it, see details, and no obvious jagged edges is pretty great. I should do a comparison with the other mods from this same location.

That looks great to me. I'm pretty tolerant of the softness that FXAA and SMAA cause in certain games so I'd be OK with Crysis 3's implementation of TXAA. Also I think a lot of jaggies in C3 that people are picking up on are actually lighting engine shadow jaggies which AA can't really deal with.
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post #50 of 86
This is to "zer0entropy" who posted the following.

"To the person that was asking what tessellation has to do with AA, let me explain.

When a normal i.e. DX10.1 and below 3D shape is generated with infinitesimal triangles, the edges of those triangles show up as 'jaggies,' as you so eloquently describe them. AA filters are needed to smooth those out. nothing new here conceptually.

When a DX11 polygon is generated using tessellation, there are no hard angled triangles present in the rendering. Tessellation in a word replaces the need to apply AA filters. essentially, tessellation kills two birds with one stone, rendering the 3D calculations as one large polygon as a mosaic of triangles, and simultaneously smoothing them out
."

Now this is my response.

Aliasing is something entirely different then the object geometry. Therefore Tessellation has NOTHING to do with aliasing. Search the term Anti-Aliasing in Wikipedia and you will understand. Aliasing has to do with the "stair-step" effect caused by the pixels on your monitor not being in a straight line diagonally. Anti-aliasing is the technique of lessening this "stair-step" effect by finding ways to blend the colours between the two sides of the aliasing lines. If you have a white background and a red line going through on an angle you will have aliasing. The GPU will then try to erase these "jaggies" by blending the red line into the white background with varying shades of pink. No amount of tessellation can increase a monitors pixel density therefore no amount of tessellation will help aliasing. In fact I have found that tessellation has actually increased the need for better anti-aliasing. In games like Dragon Age 2 and Crysis 2 I found that once the floors (Dragon Age 2) or the walls (Crysis 2) were tessallated the need for Super Sampling (Super sampling is an anti-aliasing technique, the process of eliminating jagged and pixelated edges) was called for to fix the the aliasing between the newly displacement mapped textures. Yes Tessellation will make circles more "circular" but the image being rendered on the screen is still going to be aliased due to the amount of pixels making up the image aren't currently great enough to accomplish this task without some degree as aliasing.
Edited by KingK76 - 2/25/13 at 2:29pm
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