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[pcghw] Metro Last Light on the benchmark 15 graphics cards tested - enough for all the details of your model? - Page 46  

post #451 of 588
I don't seem to get as big of a FPS hit as others with SSAA, I have it on 4x right now and I get like 2-5 fps more with it off which isnt noticeable if your over 30 fps anywho. I may as well keep it on if im getting the same performance and it looks better with it on tongue.gif
     
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post #452 of 588
Quote:
Originally Posted by ahnafakeef View Post

You're lucky. I had to go from 1202/1502 to 1150/1502 even with Tomb Raider. I guess I'll have to downclock even more when I play Last Light, if it really is killing everyone's overclocks like you say.
Since when does AA affect resolution? your math is spot on and logical. can you explain how SSAA works?
Also, what happens to the resolution at 2x SSAA and 4x SSAA?

You may want to read the performance guide Nvidia released for Metro LL,
Quote:
Anti-Aliasing: Now Supersampled

By default, Metro: Last Light utilizes 4A’s proprietary Analytical Anti-Aliasing (AAA) to lessen the impact of jagged, aliased edges on geometry, objects, characters, transparent textures, and all other screen elements. A combination of FXAA and 4A tech, AAA improves upon other post-processing anti-aliasing techniques by doubling the internal resolution of the picture using pattern and shape detection, and downsampling the post-processed result back to the user’s screen resolution, resulting in an anti-aliased image that is far smoother and clearer than traditional post-process techniques can create.

In Metro 2033, players could utilize Multisample Anti-Aliasing (MSAA) instead of Analytical Anti-Aliasing to generate an even sharper, less aliased image. Unfortunately, due to 2033’s deferred lighting, the performance impact of MSAA was tremendous, making its use unfeasible on anything other than a three or four multi-GPU system when every other setting was enabled and maxed out. For Last Light, 4A has replaced Multisample Anti-Aliasing with Supersampling Anti-Aliasing (SSAA), which creates a significantly smoother, more detailed image by internally rendering every element of the screen at a higher resolution. In other words, on a player's 1920x1080 monitor, 2X SSAA renders Last Light at 2688x1512 on the GPU before resizing the image to 1920x1080, increasing the amount of detail per pixel. At 3X SSAA the downsample resolution increases to 3264x1836, and at 4X SSAA it is 3840x2160, the resolution of next-gen “4K” monitors and screens.

To ensure maximum anti-aliasing quality, 4A continue to use AAA even when SSAA is enabled, simultaneously drawing on the strengths of both techniques. And because SSAA supersamples everything, AAA is also supersampled, doubling in quality when 4X SSAA is enabled.

Source
post #453 of 588
Quote:
Originally Posted by ahnafakeef View Post

You're lucky. I had to go from 1202/1502 to 1150/1502 even with Tomb Raider. I guess I'll have to downclock even more when I play Last Light, if it really is killing everyone's overclocks like you say.
Since when does AA affect resolution? your math is spot on and logical. can you explain how SSAA works?
Also, what happens to the resolution at 2x SSAA and 4x SSAA?

Well SSAA is the brute force technique that derives its antialiasing "magic" by internally rendering the resolution higher and then downsampling it to your display's resolution.

SSAA 2X renders at 2x the display resolution, SSAA renders at 4x the display resolution.

So if your display's resolution is 1080p, that's 2073600 pixels. With SSAA x 2 it will render at 4147200 pixels.
post #454 of 588
Quote:
Originally Posted by Sadmoto View Post

I don't seem to get as big of a FPS hit as others with SSAA, I have it on 4x right now and I get like 2-5 fps more with it off which isnt noticeable if your over 30 fps anywho. I may as well keep it on if im getting the same performance and it looks better with it on tongue.gif

There's only 2 things that could really explain not having much of an impact from SSAA.

1) Being severely CPU bottlenecked

2) Running at a lower resolution that is well below what your card can handle.
post #455 of 588
Quote:
Originally Posted by Sadmoto View Post

I don't seem to get as big of a FPS hit as others with SSAA, I have it on 4x right now and I get like 2-5 fps more with it off which isnt noticeable if your over 30 fps anywho. I may as well keep it on if im getting the same performance and it looks better with it on tongue.gif

Um...are you sure? 2-5fps difference between Off and 4X??

I get over a 100% increase in the framerate when going from 4X to Off or .5X.

Quote:
Originally Posted by lajgnd View Post


There's only 2 things that could really explain not having much of an impact from SSAA.

1) Being severely CPU bottlenecked

2) Running at a lower resolution that is well below what your card can handle.

Yeah, something is going on there...
Edited by dph314 - 5/18/13 at 6:31am
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post #456 of 588
Well if the rig in his sig is what he's playing it on (Core 2 Duo), then he's more than likely severely CPU limited. Check out my runs:

All benchmarks ran on a Titan @ 1080p with all settings on very high, tessellation on very high, motion blur on normal, PhysX enabled.

i5 650 @ 3.2 Ghz:

Average Framerate: 35.34
Max. Framerate: 69.74
Min. Framerate: 10.70

i7 870 @ 2.93 GHz

Average Framerate: 57.70
Max. Framerate: 119.27
Min. Framerate: 20.60

i7 3930k @ 4 GHz

Average Framerate: 58.80
Max. Framerate: 120.24
Min. Framerate: 20.66
post #457 of 588
Quote:
Originally Posted by lajgnd View Post

There's only 2 things that could really explain not having much of an impact from SSAA.

1) Being severely CPU bottlenecked

2) Running at a lower resolution that is well below what your card can handle.

Well I qualify for both. tongue.gif

I know SSAA wouldn't have such a performance impact on 1360x786 compared to a 1920x1080 (I know I'll get some grief about my resolution:p), but on other games with SSAA it cripples, on metroLL its like "eh why not?"

so with 4x SSAA I'm rendering things at 5440x3072?

And I know I'm horribly CPU bottlenecked ( I knew when I got my card I would be too) but I haven't see much problems from my CPU being half a decade old; Even with the bottleneck I rarely if ever drop under 30fps.
But the benchmark is a different story, you can where I drop down to the teens and my CPU would be at 98%
With:

Without:

1st dip is when it is overlooking the soldiers in the station, 2nd dip is when it gos over to the bright light past the overwatch station and looks back at the soldiers and the 3rd dip is during the beginning of the firefight in the tunnel and broken cars. All dipping when there is lots of AI on screen.

I have better performance ingame by far and don't get the drops like I do in the benchmark. my average is 45 and I dip down to 30-35 fps with the same settings.
Edited by Sadmoto - 5/18/13 at 7:00am
     
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post #458 of 588
Quote:
Originally Posted by Sadmoto View Post

so with 4x SSAA I'm rendering things at 5440x3072?

2720x1536
post #459 of 588
Quote:
Originally Posted by wholeeo View Post

Quote:
Originally Posted by Sadmoto View Post

so with 4x SSAA I'm rendering things at 5440x3072?

2720x1536

That's what I make it too smile.gif

http://www.geforce.com/whats-new/articles/metro-last-light-graphics-breakdown-and-performance-guide
Quote:
For Last Light, 4A has replaced Multisample Anti-Aliasing with Supersampling Anti-Aliasing (SSAA), which creates a significantly smoother, more detailed image by internally rendering every element of the screen at a higher resolution. In other words, on a player's 1920x1080 monitor, 2X SSAA renders Last Light at 2688x1512 on the GPU before resizing the image to 1920x1080, increasing the amount of detail per pixel. At 3X SSAA the downsample resolution increases to 3264x1836, and at 4X SSAA it is 3840x2160, the resolution of next-gen “4K” monitors and screens.
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post #460 of 588
Quote:
Originally Posted by Paztak View Post

Not bad for the one 7970GHz running at 1140MHz.
I'm happy how this game works with amd cards. I was worried though, but there's no need to be worried anymore.


and you bark at me when I posted here that is running good on my crossfire. The game is easy for both and/nvidia even w/o dev patch mine was running butter smooth. The only drawback for me is the usage on my cpu/gpu, 56%, 69% and it's because amd did not put out an updated driver for this game, nvidia did. Other than that the game is easy to run even with amd crossfire....
Edited by ltulod - 5/18/13 at 9:10am
    
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