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Crysis 3 Anti Aliasing Modes? - Page 7

post #61 of 86
Here's a screen of the game with 8xMSAA. Just take a brief look at the screen to see what people are complaining about. The stairs, railing, side panels, ceiling....everything is an aliased mess!! And this is with 8xMSAA, mind you.

There is definitely something bugged in here. No way this is normal.

Open in new window, of course.


Edited by ELCID777 - 2/25/13 at 8:43pm
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post #62 of 86
Quote:
Originally Posted by ELCID777 View Post

Here's a screen of the game with 8xMSAA. Just take a brief look at the screen to see what people are complaining about. The stairs, railing, side panels, ceiling..everything is extremely aliased!! And this is with 8xMSAA, mind you. There is definitely something bugged in here.

Open in new window, of course.

this is exactly what i am talking about and why ijust stayed fxaa, no matter even at max aa you get that aliased edge still there, c2 did a good job of antialiasing
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post #63 of 86
Stop with the night Screen Shots, they are not good at differentiating graphics. Take Screenshots where this is a lot of lighting (Like Mine) so we can look closely into it.
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post #64 of 86
Quote:
Originally Posted by ELCID777 View Post

Here's a screen of the game with 8xMSAA. Just take a brief look at the screen to see what people are complaining about. The stairs, railing, side panels, ceiling....everything is an aliased mess!! And this is with 8xMSAA, mind you.

There is definitely something bugged in here. No way this is normal.

Open in new window, of course.


That to me screams deferred rendering engine. Not surprising that it's an aliased mess with MSAA.
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post #65 of 86
Quote:
Originally Posted by Skilletis View Post

Stop with the night Screen Shots, they are not good at differentiating graphics. Take Screenshots where this is a lot of lighting (Like Mine) so we can look closely into it.

These aren't my own screens. This is just one of the many screens people have posted to show what the problem looks like. The problem remains the same in bright areas, albeit less noticeable depending on the scenery.

It is extremely noticeable in the dam section of the game (day time level).
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post #66 of 86
Quote:
Originally Posted by zinfinion View Post

That to me screams deferred rendering engine. Not surprising that it's an aliased mess with MSAA.

It looks like no anti-aliasing is being applied at all. Even if it's related to something else, that shouldn't be an excuse for how terrible it makes the game look, and it's something that Crytek should investigate at the very least.
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post #67 of 86
Quote:
Originally Posted by ELCID777 View Post

It looks like no anti-aliasing is being applied at all. Even if it's related to something else, that shouldn't be an excuse for how terrible it makes the game look, and it's something that Crytek should investigate at the very least.

That's what deferred rendering does. In addition, high contrast and thin lines of high contrast make things even harder for AA to try to cope with.

BF3 example. Notice how poorly MSAA manages. FXAA does better but I'm not particularly keen on it's look in this example:




Edited by zinfinion - 2/25/13 at 10:51pm
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post #68 of 86
Quote:
Originally Posted by zinfinion View Post

That's what deferred rendering does. In addition, high contrast, and thin lines of high contrast make things even harder for AA to try to cope with.

BF3 example. Notice how poorly MSAA manages. FXAA does better but I'm not particularly keen on it's look in this example:

I did some quick research on differed lighting after you mentioned it to better inform myself, thanks for bringing it up. BF3 was bad in this regard, I thought, but it's exponentially worse in Crysis 3.
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post #69 of 86
Quote:
Originally Posted by junkerde View Post

yeah im telling you, max aa i still see jaggeds that are noticeable.......i stick with fxaa for look and performance
That's pretty much the case with most games I play these days with modern engines. The only way to completely remove aliasing is to start downsampling. Go as high as you can go without borking your FPS.... =\

This is pretty much the same case for BF3, but in that game it's easier as the engine is way lighter than C3's.
post #70 of 86
As far as graphics have come, the Anti Aliasing technologies currently in place still seem really ineffective comparatively to what they cost in performance. MSAA In BF3 only looks like blur filter, and makes distinguishing things at a distance all smudge together. If it renders it at all, I have caught AA in games missing parts of the graphics (not these pictures), and creating motion lagg at even high FPS. But no doubt that jaggies are a nuisance and take away from the experience.

Though one thing that has seriously upset me, is just how expensive it is to get good graphics on games these days. A brand new $2700.00 is struggling to play a high detail Crysis 3 with any AA on at all, 8xMSAA is unplayable. It's not even jaw dropping in graphics, comparatively like how Crysis 1 was at the time. Are the graphics really worth it? In addition that game studios are sacrificing game-play itself to pretty up the graphics. I remember games back in the early 2000's, that would take me weeks to beat, now I can beat a modern game in an afternoon.

I guess what I'm saying is games these days have become more expensive, insubstantial quality, and stagnate (Sequels, Sequels, Sequels) in sacrifice to graphics. But the true irony is that those same graphics that we are sacrificing for are unseen to a large portion of the gaming demographic because they can't afford the hardware for a few years to see it. As you can probably tell, I'm not in good spirits on where the games industry is heading. sad-smiley-002.gif
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