Installing sweet FX maybe?
Works fine for me.
could you share your configuration file ? thx a lot!
found it...thx,
but still not very good... maybe I should expect for the updating
This is inaccurate: all our postprocess AA is handled by our own code, so we're not driver/manufacturer dependent. Multisampling is something we want, but under deferred shading (which we use) it's not a simple task. There are no DX10/11 features that would pretend to fix the AA, though handling the MSAA efficiently is most likely a DX11-only feature.As I recall them stating they can not really tweak the AA. All they can do is make it for you can enable a switch that flicks a switch for your GFX card. In the end it really comes down to your GFX Card and drivers. They can not do much to change it. Sure they can implement some DX10/11/etc features that can give an illusion to fixing the AA but it would not really do it.
This is relevant to my interests. I can't quite visualise what you're describing but seeing screenshots of it would no doubt give us something to go on.I think I have identified a cause of Aliasing amplification
Some of the surfaces on stations seem to have clear light to dark transitions when looking at the surface face on - on the second triangle in each quad. If you look at some of the aliasing, its not even aliasing, certain surfaces go from light to dark repeatedly over a 100 pixel area typically in a station, this to me is caused by the same thing, some models have an inverted vertex order/flipped normal, and this may be massively amplifying the impact of the aliasing.
If I find a station that looks the same again I will post a screenshot, it may not happen on all settings, but it seems to correlate with amplified aliasing, lighting flickering from off-to-on, and shadowing/lighting glitches on occasions with certain settings.
This is inaccurate: all our postprocess AA is handled by our own code, so we're not driver/manufacturer dependent. Multisampling is something we want, but under deferred shading (which we use) it's not a simple task. There are no DX10/11 features that would pretend to fix the AA, though handling the MSAA efficiently is most likely a DX11-only feature.
This is relevant to my interests. I can't quite visualise what you're describing but seeing screenshots of it would no doubt give us something to go on.
Could you provide the title of the game, where you are satisfied with AA?
^^^ Basically everything Leak just said.
The only thing Leak doesn't mention there is that (a) hardware multisampling data can be used in deferred shading if you write the extra code, sadly if you want efficient GPU scheduling you probably want tile-based deferred rendering (like wot Frostbite does) and (b) some games temporally antialias their environments because their environments aren't constantly moving. I believe Black Flag doesn't apply temporal AA to its characters for exactly that reason but I may be wrong. (c) Whatever Maiakaat described may be an art bug rather than a tech limitation.
Oculus specific: There's a distortion applied after scene rendering to make things the right shape for Oculus, naturally this is going to magnify some areas of the screen and minify others, it doesn't surprise me that any aliasing we have would be more visible in the magnified areas. Downsampling is probably going to be the best solution to this, in hand-wavey terms one could imagine a multi-res system that only oversamples in areas that it knows will be enlarged, but I'm talking off the top of my head here.
^^^ Basically everything Leak just said.
The only thing Leak doesn't mention there is that (a) hardware multisampling data can be used in deferred shading if you write the extra code, sadly if you want efficient GPU scheduling you probably want tile-based deferred rendering (like wot Frostbite does) and (b) some games temporally antialias their environments because their environments aren't constantly moving. I believe Black Flag doesn't apply temporal AA to its characters for exactly that reason but I may be wrong. (c) Whatever Maiakaat described may be an art bug rather than a tech limitation.
Oculus specific: There's a distortion applied after scene rendering to make things the right shape for Oculus, naturally this is going to magnify some areas of the screen and minify others, it doesn't surprise me that any aliasing we have would be more visible in the magnified areas. Downsampling is probably going to be the best solution to this, in hand-wavey terms one could imagine a multi-res system that only oversamples in areas that it knows will be enlarged, but I'm talking off the top of my head here.