Anti-Aliasing does not function

Noticed this as well. Horrible jaggies in the inside of stations especially no matter what setting. Other places its mostly fine.
 
It would only benefit people with Maxwell cards but would MFAA help? It's still hardware based so there is that performance cost but it isn't as cost intensive as full MSAA
That's a new one on me. Without knowing anything about the "sophisticated algorithm" they mention in their video, I don't know what it would do - traditionally, temporal approaches like this can't deal with moving parts.
 
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.

I really hope you guys decide to spend some time on this. Many gaming laptops have screens with pretty low resolutions. On the one I have the aliasing is just terrible on any setting.
 
I honestly don't see the same things the people here are complaining about. I use 2x DSR and 25% smoothing along with SMAA and everything whacked up and it looks drop dead gorgeous. Not a jagged line in sight. Those that know me know I do not brown nose, I've got warnings on my account to prove it so trust me when I say Ben you did a great job. Well done.

To everyone struggling with "shimmies" or "jaggies", beef up your hardware and whack the DSR up (or whatever AMD's equivalent is)... PC gaming has always been like this, if you want the absolute best of the best graphics, you need the absolute best of the best hardware. In my humble opinion... I haven't even got the best of the best hardware (otherwise I would use 4xDSR) and it looks super smooth out there in the Galaxy :)

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I really hope you guys decide to spend some time on this. Many gaming laptops have screens with pretty low resolutions. On the one I have the aliasing is just terrible on any setting.

I'm REALLY not trying to start a flame war here, so please don't take it that way (it's hard to get meaning across sometimes on a forum) but that's hardly their fault.

If you want the great visuals, don't play on a low res laptop screen... You cant expect all the bells and whistles of a PC game unless you are willing to build or buy a good rig (along with monitor) to run it on.

Again, I mean that in the nicest possible way my friend.

Constructive suggestion here, is there any way to output your gaming laptop (by gaming I'm assuming you mean you think it's powerful enough to run supersampling etc.) to a monitor? That might solve your problem at least. :)
 
^^^ 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.

Watch Dogs have Temporal SMAA which is by far the best AA that also removes the flickering but is heavy as far as i'm aware.

TXAA is also good but works only for Nvidia users.

The guys from Epic have their own Temporal AA implementation in Unreal 4 which is quite fast.
https://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf

Btw i'm also one of the people that want some sort of Temporal AA in ED.
 
I`m getting horrible aliasing on my rig (i`ve submitted a ticket about this) at 900p (my PC is a bit rubbish). Oddly enough, forcing AA via AMD Catalyst seems to have no effect on the game regardless of the settings, and trying to AA via SweetFX makes the game lock up and refuse to load (presumably an overzealous anti-cheating system).
 
I honestly don't see the same things the people here are complaining about. I use 2x DSR and 25% smoothing along with SMAA and everything whacked up and it looks drop dead gorgeous. Not a jagged line in sight. Those that know me know I do not brown nose, I've got warnings on my account to prove it so trust me when I say Ben you did a great job. Well done.

To everyone struggling with "shimmies" or "jaggies", beef up your hardware and whack the DSR up (or whatever AMD's equivalent is)... PC gaming has always been like this, if you want the absolute best of the best graphics, you need the absolute best of the best hardware. In my humble opinion... I haven't even got the best of the best hardware (otherwise I would use 4xDSR) and it looks super smooth out there in the Galaxy :)

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I'm REALLY not trying to start a flame war here, so please don't take it that way (it's hard to get meaning across sometimes on a forum) but that's hardly their fault.

If you want the great visuals, don't play on a low res laptop screen... You cant expect all the bells and whistles of a PC game unless you are willing to build or buy a good rig (along with monitor) to run it on.

Again, I mean that in the nicest possible way my friend.

Constructive suggestion here, is there any way to output your gaming laptop (by gaming I'm assuming you mean you think it's powerful enough to run supersampling etc.) to a monitor? That might solve your problem at least. :)

Enter a station then.

On my 4K PB287Q with SMAA; theres jagged lines everywhere, if you move the camera slowly while looking around INSIDE stations, you'll notice jaggies EVERYWHERE and it looks HORRIBLE!
 
3D artist / technician here, there are two changes Frontier could make which would relieve the AA shimmering in the worst cases. The main complaint that comes up is the shimmering when sat stationary on a landing pad, the horizontal lines right in front of your nose. Simply stop moving the camera. There is an ever so slight movement that constantly goes on with the camera whilst docked; if you could cut this out then the shimmering would completely stop. I will take an educated guess though and say that this movement is caused by being inside the rotating structure, so completely stopping the movement may not be possible as numerically there is movement even if it is not visually possible to tell.

Failing this you can try the good old fashioned way, simply re-engineer the worst offending parts so that when docked, they don't form so many ~1 pixel thick lines. The yellow lines of the cargo loaders, the thin spike aerials of the spinning radar dishes, the thin repeating lines of storage lockers. These can all be slightly tweaked to not face unfortunate angles when docked.
 
3D artist / technician here, there are two changes Frontier could make which would relieve the AA shimmering in the worst cases. The main complaint that comes up is the shimmering when sat stationary on a landing pad, the horizontal lines right in front of your nose. Simply stop moving the camera. There is an ever so slight movement that constantly goes on with the camera whilst docked; if you could cut this out then the shimmering would completely stop. I will take an educated guess though and say that this movement is caused by being inside the rotating structure, so completely stopping the movement may not be possible as numerically there is movement even if it is not visually possible to tell.

Failing this you can try the good old fashioned way, simply re-engineer the worst offending parts so that when docked, they don't form so many ~1 pixel thick lines. The yellow lines of the cargo loaders, the thin spike aerials of the spinning radar dishes, the thin repeating lines of storage lockers. These can all be slightly tweaked to not face unfortunate angles when docked.
You're dead on the money with this, some of the trouble is definitely down to the choice of geometry we put in front of the player. You're also right that we can't stop the vibration due to numeric precision trouble, it infuriates me.
 
So what is the "answer" to the AA question: Does it work in game? I have an nVidia card and can't seem to get any AA setting in-game to work.
 
Well I am certainly glad this is getting some serious attention and hopefully will improve.
Please let us know if there is anything we can do to help you all with a fix for this.

Love the game and just want to see it in all its glory. Please dont misjudge our issue with this with dislike for the game.

Please do find a fix for this and you will have my undying gratitude :)
 
I honestly don't see the same things the people here are complaining about. I use 2x DSR and 25% smoothing along with SMAA and everything whacked up and it looks drop dead gorgeous. Not a jagged line in sight. Those that know me know I do not brown nose, I've got warnings on my account to prove it so trust me when I say Ben you did a great job. Well done.

To everyone struggling with "shimmies" or "jaggies", beef up your hardware and whack the DSR up (or whatever AMD's equivalent is)... PC gaming has always been like this, if you want the absolute best of the best graphics, you need the absolute best of the best hardware. In my humble opinion... I haven't even got the best of the best hardware (otherwise I would use 4xDSR) and it looks super smooth out there in the Galaxy :)

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I'm REALLY not trying to start a flame war here, so please don't take it that way (it's hard to get meaning across sometimes on a forum) but that's hardly their fault.

If you want the great visuals, don't play on a low res laptop screen... You cant expect all the bells and whistles of a PC game unless you are willing to build or buy a good rig (along with monitor) to run it on.

Again, I mean that in the nicest possible way my friend.

Constructive suggestion here, is there any way to output your gaming laptop (by gaming I'm assuming you mean you think it's powerful enough to run supersampling etc.) to a monitor? That might solve your problem at least. :)

You have clearly not read the topic as DSR has already been discussed. DSR is not anti-aliasing, it's a workaround to hide poor anti-aliasing. Also 2x DSR is simply not possible for Oculus Rift users if you want to keep your framerate at 75, not even with the heftiest PC money can buy as long as SLI is not an option yet.
 
You have clearly not read the topic as DSR has already been discussed. DSR is not anti-aliasing, it's a workaround to hide poor anti-aliasing. Also 2x DSR is simply not possible for Oculus Rift users if you want to keep your framerate at 75, not even with the heftiest PC money can buy as long as SLI is not an option yet.

SLI isn't an option? What does that mean? I know lots of people using SLI and a DK2. Do you mean the nVidia proposed one card for each eye?
 
So what is the "answer" to the AA question: Does it work in game? I have an nVidia card and can't seem to get any AA setting in-game to work.

Have you tried to activate the DSR setting of the Nvidia driver. My ingame resolution of 3840x2160 is downscaled to the native 1980x1080 resolution of my screen. Visually i get way less alaising artefacts, for instance in the orbital lines. But this technique is a performance killer. My FPS are around 50 when using the 4x DSR and also lower when docked.
 
Have you tried to activate the DSR setting of the Nvidia driver. My ingame resolution of 3840x2160 is downscaled to the native 1980x1080 resolution of my screen. Visually i get way less alaising artefacts, for instance in the orbital lines. But this technique is a performance killer. My FPS are around 50 when using the 4x DSR and also lower when docked.

Yes, works great on a single monitor but, I use the DK2 and my system can't cope with DSR on the OR.
 
You're dead on the money with this, some of the trouble is definitely down to the choice of geometry we put in front of the player. You're also right that we can't stop the vibration due to numeric precision trouble, it infuriates me.

I thought Elite Dangerous was a 64-bit application, each instance of a station or a USS shouldn't be to hard to keep track of in 64-bit adress space?
 
Strictly speaking DSR absolutely is antialiasing, it's just a very inefficient brute force way of doing it. The various SMAA, FXAA, MSAA are all high speed techniques which smoothen the image but all have their own limitations. The biggest limitation with most of the best typical methods is that they are mostly limited to processing the edges of polygon geometry. What they won't handle well are metallic shaders used which show up within the geometry of a surface. the only way to reduce this is to process that surface differently shader-wise, simplify that shader down so it isn't being so reflective/shiny. Or just physically bulk that geometry up so it doesnt become too thin to begin with.

Regardless, at this point the simplest, cheapest, most cost effective (in terms of artist/dev time and processing power) would be to beef up the offending geometry whilst docked. It won't fix everything but it is a relatively simple change which would stop most of the "crap aa whilst in space stations" posts.
 
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