Anti-Aliasing is usually a downgrade in graphical quality: washed out edges, blurring contours, foggy appearance. And on top it eats performance. You know, the thing EDO struggles with.
A few years back, one of the possibilities for reducing indentation o a 1080p monitor was exactly what you described above... but now we have way smaller pixels and a bunch of them (4K), so Aliasing is no longer that noticible.Anti-Aliasing is usually a downgrade in graphical quality: washed out edges, blurring contours, foggy appearance. And on top it eats performance. You know, the thing EDO struggles with.
Properly(!) implemented AA is always an improvement and was there long before "1080p". I've seen better AA in games from almost two decades ago than in Odyssey.A few years back, one of the possibilities for reducing indentation o a 1080p monitor was exactly what you described above... but now we have way smaller pixels and a bunch of them (4K), so Aliasing is no longer that noticible.
Also we have now AI-driven Anti-Aliasing solutions like DLSS, which can provide even better image quality and details with a better performance than plain 4K rendering. Belive me, I use DLSS in Fortnite and the final result is much better than anything else I have tried before!
Any suggestion for 4K resolution? Not sure my GPU can handle going DSR 2.25x...
Anti-Aliasing is usually a downgrade in graphical quality: washed out edges, blurring contours, foggy appearance. And on top it eats performance. You know, the thing EDO struggles with.
This is what I've been trying to show... maybe what is being reported as "bad AA" might be something else giving the impression of it....
I don't know how directly related this is to the issue the OP is experiencing with certain texture edges, but I would not be surprised if it were all interconnected. SMAA and FXAA are shader based post-process filters and EDO has had all sorts of strange issues with it's shaders. Maybe they are doing the anti-aliasing in the wrong order, or taking a sub-optimal path with some hardware...I can only guess at what the underlying cause is. All I know for sure is that it looks like crap and it really shouldn't have to.
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 a follow up: I've now completed my regular slew of benchmarking with this and can say I'm thoroughly impressed. Zero impact to framerates in ground conflict zones using this particular DSR + subsampling method (further evidence that ground CZs are still horribly CPU bottlenecked), and only minor framerate impacts elsewhere.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.![]()
CPU still at 25% flat.
I get 60 FPS in 4K on my 6900XT in on-foot CZ. But do have a 5900X, maybe that helps?Was in a CZ on foot just a few hours ago and got about 47FPS... stood still and did some testing:
CPU (7820X 4.5GHz 16Threads) load was at 25% - quite a bit of headroom there;
GPU (3090Strix) load at 70-75% (undervolting and underclocked to 1620MHzCore - 9500MHz VRAM);
GPU at 1800MHz Core - 11000MHz VRAM and GPU load decreased to 66% - CPU still at 25% flat.
FPS was still at 47FPS!! This seems not at all related to hardware... or how powerfull/weak it is.
Missing the resolution they are running in, if it is 8K or higher...That doesnt tell much. Except maybe there are things really badly optimized for multithreading.
Maybe your other settings allows you to have a better framrate...I get 60 FPS in 4K on my 6900XT in on-foot CZ. But do have a 5900X, maybe that helps?
Because Odyssey doesn't use all threads a CPU can offer.Maybe your other settings allows you to have a better framrate...
But the point I was trying to make is, overclocking my GPU just made it more idle... and CPU doesn't show signs to be the bottleneck.
Probably, they are all mostly Ultra.Maybe your other settings allows you to have a better framrate...
But the point I was trying to make is, overclocking my GPU just made it more idle... and CPU doesn't show signs to be the bottleneck.
Seems that way... 8 Threads might be what Cobra engine can handle at once.Because Odyssey doesn't use all threads a CPU can offer.
If you're not limiting the frame rate and the GPU is not being fully utilized then either there are SW issues such as bad threading or similar, or the CPU is limiting the frames. ODY does appear to be much more CPU intensive then Horizons, and not just at a ground CZ either, although in that scenario it would be logical to see higher CPU load.Maybe your other settings allows you to have a better framrate...
But the point I was trying to make is, overclocking my GPU just made it more idle... and CPU doesn't show signs to be the bottleneck.
Which doesn't seem to be sufficient for the amount of work Odyssey demands.Seems that way... 8 Threads might be what Cobra engine can handle at once.
It won't help with CPU-Bound issues.Arf just posted a vague "we'll be back Soon(TM)"... hopefully they will announce DLSS coming to Elite
I know... it was just an attempt to bring the "8-thread" back to the original subject... "Anti-Aliasing"It won't help with CPU-Bound issues.