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AA won't go past 4x

post #1 of 18
Thread Starter 
I have been testing this in multiple games from BF2, CS:S, and Red Faction Guerilla and none of these games will go past 4x AA. They can be set past that, but no visual improvement will occur.

Any ideas? I am still on 258.96.
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post #2 of 18
Are you sure you just aren't noticing the details? See if your framerates are dropping/GPU load is increasing when you compare 4x to anything above it.
post #3 of 18
Quote:
Originally Posted by Shredicus View Post
No problem. If it happens again just call me direct. I'll be right over

Useless, your only meant to do funny pictures in the new section

On topic, OP, are you forcing this in Drivers or ingame?
post #4 of 18
Thread Starter 
Quote:
Originally Posted by LiFTed;12464069 
Are you sure you just aren't noticing the details? See if your framerates are dropping/GPU load is increasing when you compare 4x to anything above it.
I will test this out later today.
Quote:
Originally Posted by SpeedNuggeT;12464997 
Useless, your only meant to do funny pictures in the new section biggrin.gif

On topic, OP, are you forcing this in Drivers or ingame?
I have tried both. For BF2 I have tried forcing using Inspector (as BF2 only supports 8x AA). I just thought the method used by BF2 was yielding poor results and thus wanted more AA. In CS:S and the other games I used the ingame settings.
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post #5 of 18
The difference is barely noticable, so it's probably working.
post #6 of 18
Quote:
Originally Posted by SpeedNuggeT View Post
Useless, your only meant to do funny pictures in the new section

On topic, OP, are you forcing this in Drivers or ingame?
Hahahaha
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post #7 of 18
Thread Starter 
Quote:
Originally Posted by Deluxe View Post
The difference is barely noticable, so it's probably working.
barely noticeable? I can easily tell the difference between 16xQ and 4xAA. with 16xQ there should be no jagged edges really at all. With 4xAA it is easily noticeable.
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post #8 of 18
Quote:
Originally Posted by Z Naught View Post
I will test this out later today.

I have tried both. For BF2 I have tried forcing using Inspector (as BF2 only supports 8x AA). I just thought the method used by BF2 was yielding poor results and thus wanted more AA. In CS:S and the other games I used the ingame settings.
Quote:
Originally Posted by Z Naught View Post
barely noticeable? I can easily tell the difference between 16xQ and 4xAA. with 16xQ there should be no jagged edges really at all. With 4xAA it is easily noticeable.
BF2 goes up to 32xAA for me, in-game.

If you want to eliminate the jaggies on things like electric lines and barb wire in BF2 (same goes for some other games) you have to use TRSSAA, aka Transparency Supersampling AA (it comes w/a large perf hit though).

With most games, not everything in every scene is necessarily going to get AA applied to it (unless you use the 'brute-force' and inefficient TRSSAA), no matter how high you turn AA up.

Also, you cannot 'change the AA method' by using the NVCP instead of in-game settings. The way AA is done is inherent to the game engine. You *may* be able to reach higher AA levels through NVCP, but you're not changing the method it's being done. Unless ... you add TRSSAA.

And different games are highly variable in terms of how much 'difference' there is w/4xAA vs. 16xAA.

And the same goes for whether or not 'forcing' AA through the control panel does anything at all. Cryengine, X-Ray (aka Stalker), and Source Engine games you can't properly 'force' AA, and there's often 'issues' with Unreal engine games, too, esp in DX10 mode on those few that have it (Bioshock 2 for example).

There's also games that 'support' AA, but don't properly support different 'levels' of AA, even when forced through the CP, like Mafia 2 and Metro2033.

What this all comes down to is ... there's really no way that you could limited to 4xAA in every game, nor is there going to be some simple 'fix'. It's way too variable of a situation.

You have to approach this issue on a game-by-game basis, and accept the fact that on a lot of games 4xAA and 16xAA are practically in-distinguishable. Especially if you're not looking at comparative screenshots.

And you should also accept the fact that in about 90% of modern games, what you get as AA options are the only options that work in the game in terms of AA. NVCP is a LOT less magical than what people give it credit for. The exception to this is TRSSAA, which truly is something that can (often) legitimately be 'forced' through the driver to give you more AA effect than what the game is capable of. The vast majority of the time, forcing AA through NVCP does the same thing as the options in the game.

Lastly, I've literally come across two games in the last 4 years that didn't have AA option in-game, but where AA could be forced through the NVCP. Those were Mass Effect 2 and Bioshock (in DX9 mode).
Edited by brettjv - 2/21/11 at 10:29am
    
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post #9 of 18
Thread Starter 
Quote:
Originally Posted by brettjv View Post
BF2 goes up to 32xAA for me, in-game.

If you want to eliminate the jaggies on things like electric lines and barb wire in BF2 (same goes for some other games) you have to use TRSSAA, aka Transparency Supersampling AA (it comes w/a large perf hit though).

With most games, not everything in every scene is necessarily going to get AA applied to it (unless you use the 'brute-force' and inefficient TRSSAA), no matter how high you turn AA up.

Also, you cannot 'change the AA method' by using the NVCP instead of in-game settings. The way AA is done is inherent to the game engine. You *may* be able to reach higher AA levels through NVCP, but you're not changing the method it's being done. Unless ... you add TRSSAA.

And different games are highly variable in terms of how much 'difference' there is w/4xAA vs. 16xAA.
OH, and I meant BF2 only supports 8xAA using the ingame graphics settings.
And the same goes for whether or not 'forcing' AA through the control panel does anything at all. Cryengine, X-Ray (aka Stalker), and Source Engine games you can't properly 'force' AA, and there's often 'issues' with Unreal engine games, too.

There's also games that 'support' AA, but don't properly support different 'levels' of AA, even when forced through the CP, like Mafia 2.

What this all comes down to is ... there's really no way that you could limited to 4xAA in every game, nor is there going to be some simple 'fix'. It's way too variable of a situation.

You have to approach this issue on a game-by-game basis, and accept the fact that on a lot of games 4xAA and 16xAA are practically in-distinguishable. Especially if you're not looking at comparative screenshots.
Well even in this distant horizon and such the lack of AA in BF2 is obvious. I am almost certain that no AA past 4x is being applied in any games. I have tested this in 4 games now. I will check performance though later this afternoon.
Edited by Z Naught - 2/21/11 at 10:31am
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post #10 of 18
Quote:
Originally Posted by Z Naught View Post
Well even in this distant horizon and such the lack of AA in BF2 is obvious. I am almost certain that no AA past 4x is being applied in any games. I have tested this in 4 games now. I will check performance though later this afternoon.
What do you mean by 'even in this'?

BTW, I did some edits above

One thing you definitely have to keep in mind is that higher levels of AA will never cause AA to be applied to more of the scene (unless you use TRSSAA). IOW, if there's no AA on a particular thing (like something in the horizon) when AA is at 2x, it's not going to be applied to that thing at 32xAA either.

AA is such a costly process that all engines that support AA have optimizations so that AA is applied only selectively ... usually that means only what they call 'alpha' textures get AA applied to them. Things that are 'see through' like chain-link fences are not Alpha textures. That's why, in order to get AA on these objects you use 'Transparency' AA. And it's possible that that things far off in the distance won't get AA applied no matter what you do.
    
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