Any updates on anti-aliasing work?

I run a VR rig with capable hardware (for a HP Reverb G2) that can drive 2x supersampling on a 4k screen. Even with 2x and no upscaling the jagged lines are horrible - in hangars, at station mail slots, and anywhere with night vision active. No other state of the art 3D game I know of has this issue.

Once again, it's the top upvoted issue in their tracker. Players care about this. It's sad that fdev even stopped communications on this problem.
 
It would be nice to have a dev interview on what the challenges on anti aliasing are, and why it doesn't work. Even Dovetail Games with its ancient Train Simulator (which also has lots of straight lines) have managed to do a decent job of AA, so it does make me wonder what specifically about E : D makes it not work.
 
They can't realistically do MSAA because that's a pain to implement past DX9 because of differed rendering.

They have a lot of very high contrast specular lighting on edges that shader based AA filters don't handle well, at least not without blurring the entire scene significantly.

They haven't implemented any kind of modern temporal AA solution; possibly because it would be too much work to bother with.
 
Not using resolution scaling worked for me. At least on my machine, in no uncertain terms enabling anything but "normal" causes bad aa. I think its been mentioned that in general resolution scaling only is for 4k displays?

If you can't run odd without it, drop it immediately and stick to legacy. There are too many cons in odd, and pros in horizons to push further.

Yeah, legacy even sort of looks better. The AA is most certainly better. Honestly, I'm having a tough time even looking at Odyssey.
 
They can't realistically do MSAA because that's a pain to implement past DX9 because of differed rendering.

They have a lot of very high contrast specular lighting on edges that shader based AA filters don't handle well, at least not without blurring the entire scene significantly.

They haven't implemented any kind of modern temporal AA solution; possibly because it would be too much work to bother with.
My reflections on the whole thing is that sometimes EDO looks amazing and sometimes atrocious, mostly depending on the lighting. At least they aren't afraid to draw things that cause massive aliasing, they could also have made everything less sharp and with more muted contrast. It does suggest to me that there is an intention of fixing aliasing some day..
 
It would be nice to have a dev interview on what the challenges on anti aliasing are, and why it doesn't work. Even Dovetail Games with its ancient Train Simulator (which also has lots of straight lines) have managed to do a decent job of AA, so it does make me wonder what specifically about E : D makes it not work.
It's not really a technical challenge. It's just that they chose to invest almost all their resources in the story and bug fixes and no more in the tech features. Cobra, Starforge and planetary tech,... will probably not be updated until the next major expansion.
 
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I really try to figure out what are you talking about for a year ...and can't see it. I saw couple times picture degradation but that was caused by running yourtube in browser as it took good cut of GPU - close browser - all is ok. Also using 0.85 scale causes this. 1x has no problems at all.
Just clean photo-realistic picture on my screen.
 
I really try to figure out what are you talking about for a year ...and can't see it. I saw couple times picture degradation but that was caused by running yourtube in browser as it took good cut of GPU - close browser - all is ok. Also using 0.85 scale causes this. 1x has no problems at all.
Just clean photo-realistic picture on my screen.

This is 2560*1440, no supersampling, no FSR, in-game SMAA (which is overly subtle, but the best combination the game itself provides for antialiasing vs. sharpness):
v9v297I.jpg

R-click and open in a new tab then full screen it if you need to and zoom to 100% if on a different resolution.

Look at any of the illuminated trim in that scene, as well as most other edges. The lower contrast areas that aren't illuminated or reflective are tolerable, but the high-contrast lines and edges are uniquely horrible relative to pretty much any other vaguely modern title that isn't supposed to look like pixel art.
 
R-click and open in a new tab then full screen it if you need to and zoom to 100% if on a different resolution.
Nope...nothing. Maybe because I use laptop with build in full hd matrix instead 4k display? :)
I can't say image is broken. I think on those things where monitor is involved you must capture by camera what you see. Then attach that to reports. I guess devs can't see problem too.
 
Nope...nothing. Maybe because I use laptop with build in full hd matrix instead 4k display?
I can't say image is broken. I think on those things where monitor is involved you must capture by camera what you see. Then attach that to reports. I guess devs can't see problem too.

I have fifteen different working displays at these premises, ranging from 20 year old CRTs to 4k OLEDs, and the jaggies are clearly visible on all of them.

The devs are clearly aware of the anti-aliasing issue.

Close to ideal for my taste, it is 350% zoom, then made a picture by the phone, I think 10 Mpx around
I see the same by the eye on original picture original zoom - ideal glasses.

Source: https://i.imgur.com/9dsRTC2.jpg

I captured an image direct from my GPU's frame buffer at native resolution with OBS' game capture, in lossless png format, then I exported it in XnView at 93% jpeg compression (to keep it below the size imgur would compress it again), with no scaling or filtering applied, and uploaded that image.

Your image is mostly just blurry. Could be the filtering applied when you scale an image (100% is the only way to view an image unless your sure no filtering is being applied), your display not being at native resolution (causing the GPU or the display's scaler to filter the image), your display simply producing fuzzy images, your camera not focusing correctly, or your camera's capture/encoding applying filtering of it's own.

Anyway, the glasses aren't the problem. Their jaggies are quite subdued compared to the illuminated strips around the bar and the overhang.
 
r your camera's capture/encoding applying filtering of it's own.
Yeh sure .... or your displays show different then mine. I see no jugg-lines on any picture on this thread.

That the problem - rendered picture is heavy display-related. So if it fits display like mine it has no problems. So as I said you should use camera to show problems.
 
Close to ideal for my taste, it is 350% zoom, then made a picture by the phone, I think 10 Mpx around
I see the same by the eye on original picture original zoom - ideal glasses.

Source: https://i.imgur.com/9dsRTC2.jpg
If you can't at least see (or find it bad) that the left edge of the left glass is misaligned/broken, well... what more to say except that bad taste is not a crime. Perhaps there is no one more blind than the one who does not want to see 🤷‍♂️
 
Yeh sure .... or your displays show different then mine. I see no jugg-lines on any picture on this thread.

Ether your display is nearly unique in the history of displays or the issue is with your inability to perceive what essentially everyone else clearly sees.

Here, I cropped this from the original image and saved it losslessly, no scaling, no resizing, no filtering...every pixel here is as it is in the original:
XSn2tdJ.png


Every high-contrast edge displayed at anything short of a 90 degree angle has the same problem.
 
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