Any updates on anti-aliasing work?

The issue with anti-aliasing is a general issue for games that have many straight lines. You may take a look at many games that take place in cities - they have similar issues. This is fixed by implementing AA methods - temporal AA method in particular. That is nothing we have in ED for now. We can only use something like supersampling if we set the scale factor over 1. However, it was easily possible before Odyssey that dramatically raised the system requirements for the graphics card - so now you cannot play it on some older or low-end GPU with the scale factor of 1.25 or more.
Maybe implementing the FSR 2 could solve the problem - it did for me when I was playing Death Stranding. It has something like temporal AA. But it is not there anyway - maybe because the game uses DX11, not 12.
So, I see no point why the issue is being closed - it might simply lead to creation of a new one with many evidences and contributions
 
As I "understand" it, the resurgence of aliasing in games a decade ago came with deferred rendering, which is what affords us so many simultaneous dynamic light sources, but alas also makes it difficult to implement multi-sampling anti-aliasing, leaving us only with lesser AA options, full-screen multisampling, and indeed more recently temporal antialiasing, and DLSS2/FSR2, which have temporal sampling as part of their algorithms.

...but then we've got specular aliasing, which is a texture-, texture filtering-, and shader issue, that has come with more complex and realistic materials, which MSAA would not help anyway, and might instead might take some clever/work-heavy authoring when it comes to each and every asset and shader...

I guess the announcement the other day means FDev has simply given up on the idea even of trying... No even any TAA (...which has its own drawbacks, one should not forget), no nothing...

I will say that a genereous level of supersampling does absolute wonders for image quality, that no sum of MSAA and fine mipmapping and anisotropic filtering could -- too bad the brute force method is so costly. :7
 
The issue with anti-aliasing is a general issue for games that have many straight lines. You may take a look at many games that take place in cities - they have similar issues. This is fixed by implementing AA methods - temporal AA method in particular. That is nothing we have in ED for now. We can only use something like supersampling if we set the scale factor over 1. However, it was easily possible before Odyssey that dramatically raised the system requirements for the graphics card - so now you cannot play it on some older or low-end GPU with the scale factor of 1.25 or more.
Maybe implementing the FSR 2 could solve the problem - it did for me when I was playing Death Stranding. It has something like temporal AA. But it is not there anyway - maybe because the game uses DX11, not 12.
So, I see no point why the issue is being closed - it might simply lead to creation of a new one with many evidences and contributions
My understanding is that the issue had gotten too big and too general in scope. Now they want specific instances of aliasing in separate issues... IMO we ought to make a single mega thread about it on the forum and post screenshots and videos. Imagine trying to get votes for your own personal aliasing bugbear... But let's wait a week and see what update 16 brings, not that I'm holding my breath in anticipation of it being completely fixed.

FWIW, I run at 4k optical resolution with 2.25x DLDSR. IMO it really does look absolutely amazing sometimes, but if I don't unwatch then I can probably find examples of both spatial and temporal aliasing wherever I look. It's really not hard to find at all. But all in all I with my settings I find it more than playable and I've seen many other games with varying amounts of aliasing issues.
 
It was already announced ages ago (12 months? Possibly even more*) that they weren't going to put any further effort into fixing anti-aliasing. Not sure why you're expecting any improvement with update 16.

* It was back when they used to regularly run the "top X issues" threads, which presumably they stopped doing because the top issues were always constantly the same things that never got fixed, most of which are the same issues which they've just closed the issue tracker reports for.
 
Just came back after a 2 years brake. Got a new computer with a 4070ti recently and was curious to see how it would impact EDO. Was disappointed to see that AA is still a mess...
 
It was already announced ages ago (12 months? Possibly even more*) that they weren't going to put any further effort into fixing anti-aliasing. Not sure why you're expecting any improvement with update 16.
I'm not expecting anything, but it would be logical to wait for update 16 before starting posting / making new issues about broken antialiasing.
 
I made some tests and managed to reduce the AA problem by using 1.5 supersampling on my native 3840 x 1440...still not perfect but better.
 
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