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Any way to avoid aliasing induced by NVCP 16x AF? - Page 2

post #11 of 16
Quote:
Originally Posted by Jake3 View Post

I know that the Negative LOD bias setting might affect such things, so I tried both settings (Allow and Clamp), and also tried the other settings from the Texture filtering group in the NVCP. AFAIR I tried every single option of all of the Texture filtering features and nothing really alleviated the issue. The only possibility would be for a very particular combination of those four features to solve the issue, which I haven't had the luck to have tried so far though. But I believe I have tested all possible options separately, it's only a unique combination between them (or some of them) that could maybe do something. Any knowledge on that?

Hmm, so I doubt any LOD bias will solve the issue (although you might get lucky and solve it in just one game with a certain combo). I'm afraid downsampling or supersampling may be the only things that will get rid of it.
 
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post #12 of 16
AF cannot give you finer pixel definition, that takes place in the back-end. You can pick between antialiasing modes and downsampling options, such as DSR, in order to resolve "sub-pixel aliasing"/"geometry aliasing"/"transparency aliasing".
An overabundance of AF can never give you more detail than the 'base colour' of that pixel, normally anisotropic filtering helps you reach just that by trading colour contrast with brightness.
You may try out 3DCenter Filter Tester in order to find out what level of LOD suits you best. I was intending to uploading some sample images, but they are mistaken for random noise in the uploading process and wouldn't be demonstrative.
There is a hardware limit to how fine the gpu texture units can filter texture detail before spilling aliases. You need to look at the most distant spot in the 'tunnel view' to be aliasing free. Once those perpendicular aliases are clearly visible, enabling further texture detail is a compromise between aliasing and sharpness. You can also substitute for more samples via antialiasing, however it is super costly.
Edited by mtcn77 - 7/23/16 at 10:50am
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post #13 of 16
Thread Starter 
Quote:
Originally Posted by mtcn77 View Post

AF cannot give you finer pixel definition, that takes place in the back-end. You can pick between antialiasing modes and downsampling options, such as DSR, in order to resolve "sub-pixel aliasing"/"geometry aliasing"/"transparency aliasing".
An overabundance of AF can never give you more detail than the 'base colour' of that pixel, normally anisotropic filtering helps you reach just that by trading colour contrast with brightness.

I'm not sure you've correctly understood the issue. Either that, or I'm not understanding you. Just to summarize - I simply use AF from NVCP to get better clarity on textured surfaces viewed at an angle (like the road in racing games, for example Forza Motorsport 6 Apex) but the problem is this introduces aliasing not otherwise manifesting. So effectively, I'm forced to choose between nice looking road and pretty nasty looking interior/cockpit (dashboard, steering wheel, etc.) and track details (buildings, etc.) or nasty looking road lacking any detail more than a few feet ahead of the car (as if there is incredibly thick fog up to just a couple of inches above the track surface and then disappearing) and normal looking interior and buildings.
post #14 of 16
Quote:
Originally Posted by Jake3 View Post

I'm not sure you've correctly understood the issue. Either that, or I'm not understanding you. Just to summarize - I simply use AF from NVCP to get better clarity on textured surfaces viewed at an angle (like the road in racing games, for example Forza Motorsport 6 Apex) but the problem is this introduces aliasing not otherwise manifesting. So effectively, I'm forced to choose between nice looking road and pretty nasty looking interior/cockpit (dashboard, steering wheel, etc.) and track details (buildings, etc.) or nasty looking road lacking any detail more than a few feet ahead of the car (as if there is incredibly thick fog up to just a couple of inches above the track surface and then disappearing) and normal looking interior and buildings.
We can communicate at least. You should really try 3D Center's Filter tester with the settings:
  1. Max Anisotropy: "16x",
  2. Texture Scale: "0.1x",
  3. Texture Y Movement: "0.07" and try out what LOD clears the perpendicular striations best.
You cannot elucidate more close range detail via AF, unless you concede accuracy at the horizon. If you want to do both, you enhance it with colour sample antialiasing.
[Source]
Edited by mtcn77 - 7/23/16 at 11:34am
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post #15 of 16
Thread Starter 
Quote:
Originally Posted by mtcn77 View Post

We can communicate at least. You should really try 3D Center's Filter tester with the settings:
  1. Max Anisotropy: "16x",
  2. Texture Scale: "0.1x",
  3. Texture Y Movement: "0.07" and try out what LOD clears the perpendicular striations best.
You cannot elucidate more close range detail via AF, unless you concede accuracy at the horizon. If you want to do both, you enhance it with colour sample antialiasing.
[Source]

Wait a sec - I just noticed it says 3D Center's Filter tester is only compatible with Windows 7 and Vista and I'm talking about a game that's exclusive to Windows 10. What should I do?
post #16 of 16
Quote:
Originally Posted by Jake3 View Post

Wait a sec - I just noticed it says 3D Center's Filter tester is only compatible with Windows 7 and Vista and I'm talking about a game that's exclusive to Windows 10. What should I do?
The test is only there to show you which level of LOD suits you best. It is a subjective evaluation tool. You could just as well forgo this observation by applying "Negative LOD clamp" however should you need blurrier textures to resolve distant textures(which you don't, but let's suppose so for the sake of argument) you cannot converge on a Positive LOD level without scrutinizing it first, whether in game, or not.
Edited by mtcn77 - 7/24/16 at 7:55am
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