Anti-Aliasing in a Nutshell - Odyssey

I find this to be particularly noticeable in the turbolifts. To me it seems as though they're doing some work at half-res - this "fill effect" occurs in what seems like 2x2 pixel chunks.
Never noticed that on the lifter before and will take a better look at it for sure!

Another spot that makes me wanna slap my monitor is the stand for placing the Power Regulator in the retractable drawer... there's a cable going around it which the surrounding pixels get squared out big time like a bad cut-paste Microsoft Paint edit... I'll post a picture of it here later on.
 
I'm posting this hoping it helps Frontier to fix a potential root cause for what is being reported as "AntiAliasing not working as intended"

It seems that there's a "Microsoft Paint fill-like" effect being applied to several surfaces throughout Odyssey, which generates an indentation effect on surface edges.

This image was taken from a regular Habitat door at a Tourist settlement and it can be spotted in any/every one of them.

Bonus points if Frontier could also fix the invisible part of the door which is from inside the room and has been missing since day-1, so it doesn't have anything to do with any eventual culling applied by Frontier after Odyssey release.

Edit: fixed some typos...
The first issue seems to be an FSR AI issue

The second issue is not a culling, but a modeling, issue.
 
OP - are you using something like AMD FSR or whatever its called?

Because i see nothing even half as bad as that.

EDIT: Just noticed, you said you are not using FSR....

Strange.
 
Ok, now I think I got what you guys have been talking about... which still seems to be 2 different issues:

This is another location with the "Microsoft Paint fill-like effect" on the Power Center
AA_Power_Center.png


Also as pointed out, although less evident, inside the lifter:
AA_Lifter.png


Now, this is at the bar area and for this one, it seems real AA issue because I'm not using any AA attenuation (SMAA = 1.0):
AA_Bar.png
 
As far as I'm aware of, the AA approach being used by Frontier is the "old school" SMAA feature where you force the game fo render at a higher resolution and scale it down to your monitor's. In my case this is a bit heavy once my GPU would need to render the game at about 5K (SMAA = 1.25) to display it at 4K at my monitor's resolution.

So, yeah... Frontier is trying to implement AMD's approach which grants a somewhat limited outcome and also there's nVidia's DLSS with a way better result.

But what I'm trying to show here (big maybe once again) might be something entirelly different.
 
Just got home - here's a screenshot of what I see in the turbolift.

EDIT: The above happens if you set Ambient Occlusion to Low.
Yep, what you just mentioned seems to be related to shadow softening getting pixalated by Ambient Occlusion... which can be even considered a 3rd issue
 
So, went to the same type of HAB like OP specified and don't see anything like this.

i looked at the door from different angles, just to see if i could trigger the same sort of jagged edges.

vlmCzEA.png
 
So, went to the same type of HAB like OP specified and don't see anything like this.

i looked at the door from different angles, just to see if i could trigger the same sort of jagged edges.
This is even more interesting!! Please, tell me your graphic settings... SMAA?

The invisible door is there... 🤔
 
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This is even more interesting!! Please, tell me your graphic settings... SMAA?

The invisible door is there... 🤔

High/Ultra, SMAA.

Oh yeah, the back panel on the door has its texture missing. Well spotted! I'd have never spotted that in a month of Sundays.

Does that happen when you look from the other side?
 
I think now I know why... in several places I notice the engine stretching textures to fit a higher resolution place holder... it is streching a 1080p texture size to fit a 4K small area hence creating the "Microsoft Paint fill-like" effect!!

Many, many thanks, mate!!

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.
 
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