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Posted

I was opened a topic about that before release . I am trying to use forced AA from my graphic card's panel . but it seems not working . Especially when I creating characters they looking terrible . I am not looking for Dragon Age 3 graphics . But weapons etc . pixellated and it seems there isn't any filter . Also wondering why no graphic options about them ? Actually even don't have any idea where is the problem . Maybe this game not working with Nvidia Card . But it seems working in my graphic driver panel .

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Posted (edited)

Tried out various nvidia AA settings and taken a couple of screenshots for comparision.

I've enforced these through the driver using nvidiaInspector.

 

Some of the still visible aliasing comes from post processing shaders like deferred lighting, rim light and such from the game itself as these draw on top of the aliased image. That is common with many titles hence a good post processing AA shader that does not blur textures would be ideal instead of hardware AA.

 

no AA:

http://i.cubeupload.com/jJLdw7.png (zoomed in)

http://i.cubeupload.com/McAkJ5.png

 

2x MSAA

http://i.cubeupload.com/7T3wCi.png (zoomed in)

http://i.cubeupload.com/Msp0p9.png

Viable option at low GPU cost

 

4x MSAA

http://i.cubeupload.com/s9YFiE.png (zoomed in)

http://i.cubeupload.com/HCmNs2.png

Best option out of these IMO

 

8x MSAA

http://i.cubeupload.com/qQAceQ.png (zoomed in)

http://i.cubeupload.com/bKYzfw.png

Barely visible difference to 4x MSAA

 

FXAA

http://i.cubeupload.com/9VsnvI.png (zoomed in)

http://i.cubeupload.com/xdQjVI.png

Basically a post processing shader that affects the entire image, blurs textures quite a lot.

 

4x SGSSAA (4x MSAA + 4x SGSS (Sparse Grid Supersampling))

http://i.cubeupload.com/kL9qSI.png (zoomed in)

http://i.cubeupload.com/GqkBMW.png

Supersampling is out of the question as it renders the background at four times resolution and scales it back down which just blurs prerendered images.

 

It's possible to take a screenshot of the nivia panel 4x MSAA setting change ? 

I must to click right on the POE executable for the Nivia panel setting ?

I must to switch option if i play an another game i guess ?

 

Very Thx a lot.

Edited by Ekkyo

1527234074-capture-d-ecran-2018-05-25-a-

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Posted

uoC3dG.png

 

I've just noticed the ingame MSAA does indeed work out of the box, just didn't notice it before. :geek:

 

To change AA hit the key assigned to the  console in the controls (backslash) and use MSAA <level> as command where level is 0-8

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Posted

It's not a case of the multisample framebuffer not being enabled. The msaa is on. But, being on and working correctly are two different things ;p

 

As I've said above, I still think that hardware antialiasing wasn't the best plan for this game.  Well implemented post-processing AA would have worked out better.

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Posted

 

I've just noticed the ingame MSAA does indeed work out of the box, just didn't notice it before. :geek:

 

To change AA hit the key assigned to the  console in the controls (backslash) and use MSAA <level> as command where level is 0-8

 

Thanks sb5 !! I try this this night. And i come back here to post something.

1527234074-capture-d-ecran-2018-05-25-a-

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Posted

Hi,

 

I'm very frustating...

I try evryrhing. But it does not working. 

I try : 

1. Console command msaa 0  / 4 / 8 ... no differcence.

2. Nvidia panel with forcing mssa on this game with msaa 0 command in the game ... no difference.

 

My players are very pixelled :(

Is too bad !!!!!!!! A f..ck..g good game ... 

1527234074-capture-d-ecran-2018-05-25-a-

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Posted

Hi,

 

I'm very frustating...

I try evryrhing. But it does not working. 

I try : 

1. Console command msaa 0  / 4 / 8 ... no differcence.

2. Nvidia panel with forcing mssa on this game with msaa 0 command in the game ... no difference.

 

My players are very pixelled :(

Is too bad !!!!!!!! A f..ck..g good game ... 

 

Because as I said it's another problem and we need a fix . All of those solutions for non-working AA .

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Posted

I looked at the pictures of everyone and in the end I do not even get to differentiate from pixcelled and non pixelled ... i'm tired i guess.

 

I continuously (constantly) trying to find a solution. I realize there are no ticket officially recognized by the developers talking about the problem. Why we do not find more ticket speaking of this? The problem is not the card 970 , strictly speaking, but the driver. So the 900 general series ??! Many people should therefore have this concern !!?

 

By zooming maximum MSSA 0 or 16 MSAA changes nothing. However I see that the image cligote a moment like this game still apply something.
 
Thank you to anyone that people who come to a solution post here. I would give him my socks , leggings & co

 

1527234074-capture-d-ecran-2018-05-25-a-

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Posted

The only thing working for me is FXAA. Everything else does not make any difference. The biggest difference for me is that without FXAA the textures on the characters do shimmer a lot and with FXAA this is gone. However, FXAA does blurs the text a little.

 

GPU: GTX 920

Driver: 347.88

"Two things are infinite, the universe and human stupidity, but I'm not absolutely sure about the universe."
Albert Einstein

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Posted (edited)

The only thing working for me is FXAA. Everything else does not make any difference. The biggest difference for me is that without FXAA the textures on the characters do shimmer a lot and with FXAA this is gone. However, FXAA does blurs the text a little.

 

GPU: GTX 920

Driver: 347.88

 

Yes I tried the FXAA mode from panel nvidia . I also saw a difference only with that. Unfortunately textures are "too much" reduced in this mode. 

 

I can not find the compromise that is fine. Would still know if Nvidia can do something with a new driver , or it is mandatory to fix by the developers ? !!

Edited by Ekkyo

1527234074-capture-d-ecran-2018-05-25-a-

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Posted

it seems to me still good crazy having to grind so much for proper rendering . I give up. I return to play with my pixels.

  • Like 1

1527234074-capture-d-ecran-2018-05-25-a-

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Posted

The only thing working for me is FXAA. Everything else does not make any difference. The biggest difference for me is that without FXAA the textures on the characters do shimmer a lot and with FXAA this is gone. However, FXAA does blurs the text a little.

 

GPU: GTX 920

Driver: 347.88

 

This should have been:

GTX970 not 920

"Two things are infinite, the universe and human stupidity, but I'm not absolutely sure about the universe."
Albert Einstein

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Posted (edited)

Kyonhism,

 

thanks for pointing me to this thread.

 

I would like to add a couple things to what has been said so far:

 

  • The "msaa" console command accepts values up to 16, not just 8; however, as we know, the setting isn't remembered across area transitions.
  • The devs have acknowledged the issue and promised an anti-aliasing slider in the game's graphic options with the next patch, which will tangentially fix the area-transition issue.
  • As of the latest build, the IE mod includes a console command called ForceAA that accepts values from 0 to 8 and is remembered across area transitions. A handy workaround while we wait for the slider.
  • Playing at 2560x1440 msaa doesn't seem do anything at all. However, setting my screen's resolution to 1920x1080 does allow to see a noticeable difference between msaa settings (NOTE: msaa still doesn't apply to character models at character creation, level up, or in the inventory screen even at 1920x1080). To those who can't make msaa to work: What resolution are you playing at?
  • nVidia DSR doesn't work with Pillars of Eternity (the Unity engine doesn't seem to support it).
  • I'm not a fan of post-processing anti-alising (which include FXAA) because of the way it smears and blurs textures; the same applies to pure downsampling, unfortunately. SSAA would be my preferred choice but nVidia only allows it for transparency and, in the case of Pillars of Eternity, sb5 already showed it blurs backgrounds.

 

Right now, I would settle for hardware-based 8X MSAA that actually works, applies to all screens, and is remembered across area transitions. Keeping my hopes up high for the patch :)

 

Last but not least, to be fair it is not true that devs don't care about these issues. They are aware but there are several crit-path or otherwise game-breaking bugs that rightfully take precedence over beautification. They are working really hard on this game and I'm confident these issues will eventually be addressed :)

Edited by AndreaColombo

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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Posted

I am playing with 1920x1080 resolution and problems are same . ( Msaa doesn't apply to character models at character creation, level up, or in the inventory screen ) And still other in game models , especially weapons looks pixellated .

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Posted (edited)

But does enabling msaa make a difference, say, on selection circles (for example)?

 

It does for me if I set my screen to 1920x1080 (though of course that's suboptimal for a variety of reasons; I'd really rather have msaa that works at 2560x1440). However it does not remove jaggies from weapons—that's an issue I too experienced, even when setting my resolution to 1920x1080.

 

AA not working at CC/level up/inventory is, I believe, a separate issue independent of screen resolution. It was noticed by backers during the beta as well.

Edited by AndreaColombo

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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Posted

Just registered to leave you guys a little present.

 

A simple Reshade effect (something like SweetFX, maybe you've heard about that), I've set up for myself. It adds SMAA to the game. In fact, to everything, even the GUI.

 

So some things actually slightly suffer from this. Text for example. It's much better than using FXAA though.

I really like what it does to the 3D models, though

 

The included effects package has a lot more effects to play with, and if you want to play around, look at the MasterEffect.h file.

Just keep in mind you're not only applying effects to the background, but everything.

 

Anyway, have it, try it and hopefully enjoy it like I do:

http://www26.zippyshare.com/v/jB6uSL0R/file.html

 

Cant EDIT: Oh, I forgot to add: It has to be extracted to your Pillars of Eternity folder.

 

Can't edit my post, because I'm waiting for approval. When a Moderator sees this, maybe join my two posts, thank you.

 

Cant EDIT: Also, here is a comparison shot: (Tried to make these as spoiler-free as possible)

 

With SMAA: http://i.imgur.com/yyr3zPN.jpg

 

Without SMAA: http://i.imgur.com/d0D0qeq.jpg

 

It's more dramatic when it's moving, though.

 

(I'm really sorry for these consecutive posts... I have a habit of editing my posts a lot and can't do so because I'm waiting for approval)

  • Like 1
  • 0
Posted

But does enabling msaa make a difference, say, on selection circles (for example)?

 

It does for me if I set my screen to 1920x1080 (though of course that's suboptimal for a variety of reasons; I'd really rather have msaa that works at 2560x1440). However it does not remove jaggies from weapons—that's an issue I too experienced, even when setting my resolution to 1920x1080.

 

AA not working at CC/level up/inventory is, I believe, a separate issue independent of screen resolution. It was noticed by backers during the beta as well.

 

Yes it's working on selection circles etc . Also I was created a thread about same thing before release . Firstly I thought those features still uncomplete before release . But they are still same after release . And now opened another thread again .

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Posted

(I'm really sorry for these consecutive posts... I have a habit of editing my posts a lot and can't do so because I'm waiting for approval)

Don't sweat it. Done and done! Good luck and happy adventuring.
  • Like 1

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  • 0
Posted (edited)

Just registered to leave you guys a little present.

 

A simple Reshade effect (something like SweetFX, maybe you've heard about that), I've set up for myself. It adds SMAA to the game. In fact, to everything, even the GUI.

 

So some things actually slightly suffer from this. Text for example. It's much better than using FXAA though.

I really like what it does to the 3D models, though

 

The included effects package has a lot more effects to play with, and if you want to play around, look at the MasterEffect.h file.

Just keep in mind you're not only applying effects to the background, but everything.

 

Anyway, have it, try it and hopefully enjoy it like I do:

http://www26.zippyshare.com/v/jB6uSL0R/file.html

 

Cant EDIT: Oh, I forgot to add: It has to be extracted to your Pillars of Eternity folder.

 

Can't edit my post, because I'm waiting for approval. When a Moderator sees this, maybe join my two posts, thank you.

 

Cant EDIT: Also, here is a comparison shot: (Tried to make these as spoiler-free as possible)

 

With SMAA: http://i.imgur.com/yyr3zPN.jpg

 

Without SMAA: http://i.imgur.com/d0D0qeq.jpg

 

It's more dramatic when it's moving, though.

 

(I'm really sorry for these consecutive posts... I have a habit of editing my posts a lot and can't do so because I'm waiting for approval)

 

Thanks!  I'm going to try this momentarily! 

 

I wanted to add that I had tried forcing FSAA *Supersampling* on at the driver level (Catalyst 15.3's)--and it works, but not very well.  Whether I set 2x or 8x, or setup up edge-AA only, from 2x-24x, I get very, very blurry characters--doesn't matter the level I set!  It's all the same.  I can get rid of the blurriness by setting everything to MSAA...but then, I get no result at all... ;)   That tells me that really effective AA is going to have to come through the game engine (or through a game-specific executable like yours!)

 

If I use the IE Mod to force in-game FSAA, I can see no difference between 0 and 8 or even 16...so my thinking is that in the game engine itself MSAA is broken, and the engine isn't compatible with standard OpenGL API command structures from either nVidia or Ati.

 

But thanks for your utility...!  Will get back with feedback... ;)

 

Feedback:  Great...!  Good work...works flawlessly...can see a big difference...no blurring at all!  Thanks again!  (I especially like the visual feed back to let you know it's running.) Very nicely done!

 

I'm running a 2GB 7850 @ ~1GHz core, stock ram & cooling. Win 8.1x64, 8GB's ram.  That's it on the essentials.

Edited by waltc

It's very well known that I don't make mistakes, so if you should stumble across the odd error here and there in what I have written, you may immediately deduce--quite correctly--that I did not write it... :biggrin:

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