March 30, 201510 yr 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.
March 30, 201510 yr 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 March 30, 201510 yr by Ekkyo
March 30, 201510 yr I've just noticed the ingame MSAA does indeed work out of the box, just didn't notice it before. 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
March 30, 201510 yr 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.
March 30, 201510 yr I've just noticed the ingame MSAA does indeed work out of the box, just didn't notice it before. 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.
March 31, 201510 yr 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 ...
March 31, 201510 yr Author 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 .
March 31, 201510 yr 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
March 31, 201510 yr 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
March 31, 201510 yr 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 March 31, 201510 yr by Ekkyo
March 31, 201510 yr http://forums.obsidian.net/topic/73119-downsampling-and-pillars-of-eternity/ Anybody tried this ?
March 31, 201510 yr I have GeForce 750M and same problems . It's not only about 900x series . http://forums.obsidi...rs-of-eternity/ Kyonshim you've tried this solution ?
March 31, 201510 yr 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.
March 31, 201510 yr 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
March 31, 201510 yr The only thing that worked for me is DSR / downscaling. Sad thing is that you need to change your desktop resolution for it to work.
April 1, 201510 yr Author http://forums.obsidian.net/topic/74149-508-anti-aliasing-doesnt-apply-to-cclevel-up-screens/ a new thread about same problem . But seems nobody care those graphical problems .
April 1, 201510 yr 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 April 1, 201510 yr 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
April 1, 201510 yr Author 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 .
April 1, 201510 yr 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 April 1, 201510 yr 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
April 1, 201510 yr 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)
April 1, 201510 yr Author 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 .
April 1, 201510 yr (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. Fionavar's Holliday Wishes to all members of our online community: Happy Holidays Join the revelry at the Obsidian Plays channel:Obsidian Plays Remembering tarna, Phosphor, Metadigital, and Visceris. Drink mead heartily in the halls of Valhalla, my friends!
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