Anti-Aliasing in a Nutshell - Odyssey

using smaller assets to fit larger uses instead of creating new larger versions? seems like you're making a pretty big stretch there.

Now, i'm gonna go get my ladder to get up these stairs on my cutter.
The point here is that I've seen this "technique" being used on 2D place holders or even on a flat surface... but never on a curved/arched/bevelled door corner... and this is triggering my OCD to 11!! :p

Stretching the whole 3D model to fit some place is messing just with the scaling of things... my OCD can handle that... :D
 
Frontier as much as admitted that the current implementation of AA was poor. Hence the new module being develolped.

It is poor in EDO / EDO but probably more noticable in EDO due to the improved graphics in many areas.

No doubt the module will arrive eventually, until then it is just make the best possible with the settings given in-game. (which appear to be worsened if upscaling is also used as it allegedly relies on good AA implementation to produce a quality upscaled image.)
Yep, currently the only way is to super sample, which has certain .. er .. disadvantages
 
Don't you need the tensor cores for that though? I have a GTX 1080 ..

It does require an RTX GPU, though I'm not certain it's leveraging the tensor cores here or if it's more of an arbitrary marketing segmentation thing. It's advantages over DSR (which mostly comes from the smoothing slider) are pretty subtle though.

Best bet on a 1080 is to run DSR 2.25x + 50% smoothing and then subsample in game (without any additional filter) to 0.75x or so.
 
It does require an RTX GPU, though I'm not certain it's leveraging the tensor cores here or if it's more of an arbitrary marketing segmentation thing. It's advantages over DSR (which mostly comes from the smoothing slider) are pretty subtle though.

Best bet on a 1080 is to run DSR 2.25x + 50% smoothing and then subsample in game (without any additional filter) to 0.75x or so.
I'll give it a whirl thanks.
 
My best answer to what's causing this is a combination of smaa not working correctly with ambient occlusion , I do work with 3d games as a hobby on unity and if you set the ambient occlusion wrong you get these white outlines , but that pixelation means that the ambient occlusion resolution is very low , I see that problem gets worse with it on low so that seems to be the issue here . Try turning it off for now till they fix it , my guess would be they are using layered effects , which if you don't have the right order to your effects will cause them to conflict .
 
Also to the first picture , normally I'd say the model isn't loaded all the way in , as in the LOD level is stuck on low or medium , which is a problem in this game , but from the look of it it also seems that the resolution is low and then AA just isn't working how ever everything else seems to be in normal resolution , so this one is a puzzle for sure .
Maybe try Ambient occlusion off see if it helps things that'll help frontier figure out the issue , they not so good at this it seems
 
I've played with ED settings as well as my NVidia dashboard settings.
Some changes resulted in better fps, some in far worse, but none of them smoothed out that jaggedness to a significantly improved level.
Anti-Aliasing seems pretty borked up.
 
I've played with ED settings as well as my NVidia dashboard settings.
Some changes resulted in better fps, some in far worse, but none of them smoothed out that jaggedness to a significantly improved level.
Anti-Aliasing seems pretty borked up.
This is the whole point of this discussion... it seems there's more to it than just AA not working as intended. Low resolution textures being stretched out or getting pixalated by low quality ambient occlusion may also be at play here and these won't be solved by improving AA.
 
Yeah, it seems like there's something more going on with how things work with Odyssey.
I've noticed there's some sort of texture resolution scaling issue or something.
I've flown down towards planet rings and some times they have a proper resolution and you can see the detail of the asteroids within the rings as you get around 1Mm distance.
But other times I've flown towards the planet rings and they're just a low resolution repeated pattern template.
I wonder if all of these issues are tied to the same issues with planet tech?

Sometimes you get this:
good ring 1.jpg


Or This:
good ring 2.jpg



And then there's this abomination:
bad ring 1.jpg
 
These pictures, including "abomination"... quite sure it is working as intended... (I'm guessing you mean the "surface-ocean-waving-like effect" on the ring depending on distance)
 
Yeah, it seems like there's something more going on with how things work with Odyssey.
I've noticed there's some sort of texture resolution scaling issue or something.
I've flown down towards planet rings and some times they have a proper resolution and you can see the detail of the asteroids within the rings as you get around 1Mm distance.
But other times I've flown towards the planet rings and they're just a low resolution repeated pattern template.
I wonder if all of these issues are tied to the same issues with planet tech?

Sometimes you get this:
View attachment 290393

Or This:
View attachment 290394


And then there's this abomination:
View attachment 290395
These pictures, including "abomination"... quite sure it is working as intended... (I'm guessing you mean the "surface-ocean-waving-like effect" on the ring depending on distance)
Yeah, those 3 images each appear to be taken at varying distances to the ring. I’ve spent hundreds of hours in RES sites over the years and nothing looks out of the ordinary, that’s just the way the ring LOD transition works. It largely depends on the ring’s density. Been like this since 2014.
 
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Hmmm, could certainly be something I haven't really noticed all this time.
Well I should see if I can get more pictures of planet rings to look at.
But that last one, just didn't seem right as I travelled around it. The entire ring was in that whole low resolution tile as I approached it and stayed low resolution all the way up to dropping in on a RES zone.
Didn't look right to me, like it failed to load the texture properly or something.

I only say that because on rare occasion I've seen some other texture loading issues like this:
(Though I haven't seen planet side texture problems like this since update 10)
texture issue 1.jpg


texture issue 2.jpg
 
It does require an RTX GPU, though I'm not certain it's leveraging the tensor cores here or if it's more of an arbitrary marketing segmentation thing. It's advantages over DSR (which mostly comes from the smoothing slider) are pretty subtle though.

Best bet on a 1080 is to run DSR 2.25x + 50% smoothing and then subsample in game (without any additional filter) to 0.75x or so.
Just wanna say I gave this a try and I'm loving the results so far. Significant decrease in the jaggies without too much performance impact.

I've yet to test it in a conflict zone, but this is showing far more promise than all the experimenting I did with Reshade last week. The only decent result I could get out of that program absolutely murdered the HUD, and blurred everything else. Your method straight up improves everything in the image, while being even kinder on the framerate than Reshade was.

My hat's off to you friend. Best AA "fix" I've found so far. I might even have to edit my signature. 😝
 
I only say that because on rare occasion I've seen some other texture loading issues like this:
(Though I haven't seen planet side texture problems like this since update 10)
View attachment 290414

View attachment 290415
This has been in there basically since launch, the rendering just seems to break often when you're on the surface of a planet and switch between that and the system map/Galmap. If you switch again once or twice, it usually fixes itself again.
 
It does require an RTX GPU, though I'm not certain it's leveraging the tensor cores here or if it's more of an arbitrary marketing segmentation thing. It's advantages over DSR (which mostly comes from the smoothing slider) are pretty subtle though.

Best bet on a 1080 is to run DSR 2.25x + 50% smoothing and then subsample in game (without any additional filter) to 0.75x or so.
Any suggestion for 4K resolution? Not sure my GPU can handle going DSR 2.25x...
Thanks in advance, mate!

PS. Just downloaded your graphicssettings.xml V3 great job and thanks once again!
 
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