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post #11 of 18
Thanks, figured some options were missing.

So between the regular Control Settings Panel, Inspector and GeForce Experience, we have all we need to get the games running as we want.
post #12 of 18
Thread Starter 
Quote:
Originally Posted by XenoRad View Post

Thanks, figured some options were missing.

So between the regular Control Settings Panel, Inspector and GeForce Experience, we have all we need to get the games running as we want.

GeForce Experience isn't even needed. I'd say, between in-game settings, NVIDIA Inspector, and ReShade, we have so much flexibility over our games to make them look and run how we want. These things are major benefits of PC gaming.
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post #13 of 18
Finally used this, cheers man
    
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post #14 of 18
Just want to point out that SMAA can look pretty good if it uses the previous frames and/or the depth buffer as well (as ReShade can). Most in-engine post processing doesn't. But at that point, you mind as well use hardware AA if you can.
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post #15 of 18
Thread Starter 
Quote:
Originally Posted by brucethemoose View Post

Just want to point out that SMAA can look pretty good if it uses the previous frames and/or the depth buffer as well (as ReShade can). Most in-engine post processing doesn't. But at that point, you mind as well use hardware AA if you can.

I've tried these more advanced ReShade SMAA settings in S.T.A.L.K.E.R. but never got a pleasing result. Which games show it off better?
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post #16 of 18
Quote:
Originally Posted by boredgunner View Post

Quote:
Originally Posted by brucethemoose View Post

Just want to point out that SMAA can look pretty good if it uses the previous frames and/or the depth buffer as well (as ReShade can). Most in-engine post processing doesn't. But at that point, you mind as well use hardware AA if you can.

I've tried these more advanced ReShade SMAA settings in S.T.A.L.K.E.R. but never got a pleasing result. Which games show it off better?

I liked it in Skyrim and ME2/ME3 (without the temporal aspect), but admittedly I was using it to avoid the performance hit of MSAA.

It didn't look good in KOTOR I/II compared to hardware AA.



ReShade just works with the rendered image + its depth buffer, while hardware AA deals with in-game geometry. So, I think hardware AA has a big advantage in older games, where the performance hit is relatively small. ReShade has a performance hit that's not really tied to the complexity of the game, so it seems to have an advantage in newer titles.
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post #17 of 18
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I'll try it in ME2 and/or ME3, maybe even post some comparison pics with the ones already here. MSAA is a disaster in those games due to deferred rendering, but it's easy to run them with supersampling (I was doing so on a GTX 680).
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post #18 of 18
Quote:
Originally Posted by boredgunner View Post

I'll try it in ME2 and/or ME3, maybe even post some comparison pics with the ones already here. MSAA is a disaster in those games due to deferred rendering, but it's easy to run them with supersampling (I was doing so on a GTX 680).

Yeah, I noticed that too. There were waaaay more aliased edges with pure hardware AA than there should've been.

In fact, I might've used a combo of 2x MSAA and SMAA for ME2, as I couldn't quite maintain the framerates I wanted with supersampling. I'll roughly follow this guide and try downsampling if I ever replay it.


Also I'd post my old ReShade SMAA settings, but my main rig is in another state atm frown.gif
Edited by brucethemoose - 11/10/16 at 7:30pm
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