Does Anti-Aliasing actually do anything?

I'm curious - does it look any different to FDev's own FXAA implementation?

Not appreciably, at least not to me in the few minutes I spent with it.

I'd wager that the whole reason it's disabled by default in the driver profile is probably because it's a copy & paste of the NVIDIA FXAA shader...no point in allowing the driver option when the game has the same thing.

You are better off trying third-party shader solutions that can apply more agressive and better optimized post-process AA than what's available via the game or AMD's or NVIDIA's drivers.

Throwing money at the probem is probably your best bet if you want guaranteed results - get a monitor with physically smaller pixels than your current monitor, and enough GPU to drive that at an acceptable framerate.

This isn't really a solution as such GPUs do not yet exist.
 
Throwing money at the probem is probably your best bet if you want guaranteed results - get a monitor with physically smaller pixels than your current monitor, and enough GPU to drive that at an acceptable framerate. Anything else is a compromise really, one which only the individual can decide.
Well, throwing money at a new graphics card is certainly A solution, but I think it's unreasonable given that my planetside frame rates were perfectly fine in Horizons (MLAA 1.25x SuperSampling), and now I'm forced to make-do with sub-sampling, FSR, and a sub-par image just to get acceptable frame rates.

FDev still need to make some major optimisations to their rendering engine, and I won't consider upgrading my hardware until they say they formally announce that they have completed all the major optimisations they can achieve out of their engine.
 
Well, throwing money at a new graphics card is certainly A solution, but I think it's unreasonable given that my planetside frame rates were perfectly fine in Horizons (MLAA 1.25x SuperSampling), and now I'm forced to make-do with sub-sampling, FSR, and a sub-par image just to get acceptable frame rates.

FDev still need to make some major optimisations to their rendering engine, and I won't consider upgrading my hardware until they say they formally announce that they have completed all the major optimisations they can achieve out of their engine.

FDev isn't stopping you trying different settings for yourself though.
 
I don't need to, I am in the same situation (most people are). I am prepared to try different solutions & decide for myself though.
You evidently have more free time to experiment than I do, so go ahead.

It would benefit everyone if you were to share your findings.
 
You evidently have more free time to experiment than I do, so go ahead.

It would benefit everyone if you were to share your findings.
Everybody's potato is unique, though, as are people's tolerance to aliasing. I'm not seeing much lately, but I'm also not really looking for it. It used to annoy me, but maybe I managed to tweak something that made things work. Or I've played for long enough in my Oculus Rift that aliasing is not the biggest problem.

:D S
 
You evidently have more free time to experiment than I do, so go ahead.

It would benefit everyone if you were to share your findings.

I did earlier in the thread. As I read through threads like this I try tweaking stuff, I don't think I've ever spent so much time fiddling with the graphics setting of a game as I have with Beyond trying to find an acceptable compromise between looks and performance. But ultimately what is acceptable for me & my hardware might not work for you, you just need to try it for yourself & see.

If it helps I'm using 0.65 supersampling @4k on a 1080ti with SMAA, I get 60fps (capped) in most circumstances but I'm exploring, not doing on-foot combat at all.
 
As anything looking remotely good ends up with a max of 30 FPS (and sometimes more like 14), I am on medium settings without any down- or upscaling now. It looks a bit retro but I do get 90-100 FPS in settlements.
 
Tbh all this "Find a setting for yourself" is ultimately useless. It requires to much work to achieve a passable result and is not applicable to all users equally most of the time. It would be easier and more comfortable for us the customers to have FDev fix it. Ultimately that would also be in there best interest since it means more "satisfied" customers which then means more moneis
 
Since we are having a friendly discussiion about Odyssey visuals and settings, has anyone noticed the increase in terrain shimmering on the surface since the last update - if so what settings are most likely to help?

Until update 6, I was happy with the look and framerates when exploring on the surface. I have a 1070 OC with a 5600x and had no problem maintaining a minimum of 40fps @ 1080p using Normal 1.0 upscaling.

As others have found, FSR does help with frames, but impacts on image quality, in particular it makes the shimmering effect much worse.

I have tried different Antialiasing settings in both ED and Nvidia without success, so I am looking for some advice on what esle to try.
 
Question: CAN AA actually work if you apply it and then downsample using FSR?

Also: why do I get 100 FPS when landing in a settlement and then 20 when I get out on foot? I mean... all the stuff is rendered before I disembark, too. Or are the complete interiors rendered as there are windows? I am not very tech savvy but this seems strange (especially that the FPS drops even more during the blackscreen... heavy work ongoing).
 
Question: CAN AA actually work if you apply it and then downsample using FSR?

Also: why do I get 100 FPS when landing in a settlement and then 20 when I get out on foot? I mean... all the stuff is rendered before I disembark, too. Or are the complete interiors rendered as there are windows? I am not very tech savvy but this seems strange (especially that the FPS drops even more during the blackscreen... heavy work ongoing).
Yes it can. Keep in mind we have Post Processing AA actually that means it should be applied after the FSR. (That would propably make FSR look better also) Yet this doesn't seem to be the case with the little AA we have implemented in game.


Oh and for it to be applied befor FSR I think you would need Temporal Anti Aliasing and not post process anti Aliasing.

MSAA and TAA would help there. They are also achieving better results anyways compares to FXAA iirc
 
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Since we are having a friendly discussiion about Odyssey visuals and settings, has anyone noticed the increase in terrain shimmering on the surface since the last update - if so what settings are most likely to help?

Until update 6, I was happy with the look and framerates when exploring on the surface. I have a 1070 OC with a 5600x and had no problem maintaining a minimum of 40fps @ 1080p using Normal 1.0 upscaling.

As others have found, FSR does help with frames, but impacts on image quality, in particular it makes the shimmering effect much worse.

I have tried different Antialiasing settings in both ED and Nvidia without success, so I am looking for some advice on what esle to try.
Yes the shimmer is bad at times. No settings appear to affect it for me. Never noticed it bad before patch 6.
 

Deleted member 115407

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Ok so I now went through all settings from none to SMAA and I dont see ANY difference? Is this setting just here to idk confuse people because obviously there is NO anti-aliasing implemented in this game.
I always assumed that it prevented aliasing.... whatever the that is.
 
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