Author Topic: Anti-Anaylizing  (Read 1191 times)

Offline Dambustr

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Anti-Anaylizing
« on: July 23, 2015, 11:00:34 PM »
Howdy


cant get smooth edges.

is this my system or is there a reason for this. AA is activated inside video settings but its not making a difference


Offline bustr

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Re: Anti-Anaylizing
« Reply #1 on: July 23, 2015, 11:39:33 PM »
What texture mode are you running the game in? You can find it in the video settings on the front screen GUI. 128, 256, 512, 1024, 2046, 4096. What video card are you using? How much RAM does it have?

Offline I can crank everything up including adding some AA from my video cards control panel in 4096 Mode. In reality with my 1G card I'm in 1024 Mode to eliminate stuttering over towns, fields, and in furballs online in the alpha arenas. Adding AA would eat away some of my FPS.

You need to give more info or even attach a DXdiag.
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Offline Dambustr

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Re: Anti-Anaylizing
« Reply #2 on: July 23, 2015, 11:55:14 PM »
ive tried 2048 and 4028.

GTX 645

Runs new games a treat.

My framerate is good. 30 at base and 70 + in the air.

updated drivers and all that stuff and no AA

Offline bustr

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Re: Anti-Anaylizing
« Reply #3 on: July 24, 2015, 12:01:04 AM »
For grins try 1024 with the defaults enabled.
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This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Ack-Ack

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Re: Anti-Anaylizing
« Reply #4 on: July 24, 2015, 01:43:02 AM »
I noticed the same as well, have AA enabled to full and a lot of the objects have jagged edges,
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Offline Wmaker

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Re: Anti-Anaylizing
« Reply #5 on: July 24, 2015, 03:29:39 AM »
Yes, same here. Apparently AA isn't implemented yet. I tried forcing it on through Nvidia's control panel as well. I'm sure it'll be enabled at a later stage.
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Offline bustr

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Re: Anti-Anaylizing
« Reply #6 on: July 24, 2015, 03:46:34 AM »
Try it from the alpha video settings, it is cruel turned on from there.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Wmaker

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Re: Anti-Anaylizing
« Reply #7 on: July 24, 2015, 03:55:26 AM »
Try it from the alpha video settings, it is cruel turned on from there.

Did you read what I said?

Yes, same here. Apparently AA isn't implemented yet. I tried forcing it on through Nvidia's control panel as well. I'm sure it'll be enabled at a later stage.


...So yes, indeed, I did try the normal alpha's own AA setting first...

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Offline Skuzzy

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Re: Anti-Anaylizing
« Reply #8 on: July 24, 2015, 06:03:48 AM »
Check the "Disable Post Lighting" graphics option if you want anti-aliasing.  These two graphic options are mutually exclusive.
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Offline Randy1

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Re: Anti-Anaylizing
« Reply #9 on: July 24, 2015, 07:03:24 AM »
Check the "Disable Post Lighting" graphics option if you want anti-aliasing.  These two graphic options are mutually exclusive.

Would you consider a Skuzzy controlled sticky to keep up with the video setting words of wisdom.

Offline Ack-Ack

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Re: Anti-Anaylizing
« Reply #10 on: July 24, 2015, 12:18:27 PM »
Check the "Disable Post Lighting" graphics option if you want anti-aliasing.  These two graphic options are mutually exclusive.

Really?  Both are mutually exclusive?
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Offline hitech

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Re: Anti-Anaylizing
« Reply #11 on: July 24, 2015, 12:20:26 PM »
At the moment they are. The reason is when doing post processing we first draw to a texture that is screen size, then do other mods before sending to the screen.

How most anti alias work is the card makes the screen 4 times bigger, then down samples it when it displays to the screen.

We could implement the same techniques but it because a mem hog and fill rate issues.

There are other ways to do anti aliasing that I wish to try later.

HiTech
« Last Edit: July 24, 2015, 12:28:05 PM by hitech »

Offline Ack-Ack

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Re: Anti-Anaylizing
« Reply #12 on: July 24, 2015, 04:23:53 PM »
At the moment they are. The reason is when doing post processing we first draw to a texture that is screen size, then do other mods before sending to the screen.

How most anti alias work is the card makes the screen 4 times bigger, then down samples it when it displays to the screen.

We could implement the same techniques but it because a mem hog and fill rate issues.

There are other ways to do anti aliasing that I wish to try later.

HiTech

Thanks for the explanation.
"If Jesus came back as an airplane, he would be a P-38." - WW2 P-38 pilot
Elite Top Aces +1 Mexican Official Squadron Song