Does Anti-Aliasing actually do anything?

Just read this...

"Anti-Aliasing Not Working Correctly: Some changes will go in Update 7 or 8, with significant improvements, but a full anti-aliasing system is slated for later this year."

Been a long time bugbear of mine, so quite excited to see the results.

check post date
10/08/21
check current date
03/04/22
check planned update
update 7-8
check last update
update 11


Any day now !
 
check post date
10/08/21
check current date
03/04/22
check planned update
update 7-8
check last update
update 11


Any day now !
LMAOL

Sorry mate, but it was too much of a well-applied-glove-face-slapping-sarcasm not to laugh out loud!! :D
 
I use the settings in-game plus make sure i have a profile in Nvidia control panel for ED that does various things to improve those jaggies. It is mostly nice and smooth.
 
I use the settings in-game plus make sure i have a profile in Nvidia control panel for ED that does various things to improve those jaggies. It is mostly nice and smooth.
Well, your 3rd party tool work then.
Because the one in ED doesn't work, which is the subject of this thread.
aa.jpg

Those aren't smooth. And I didn't even made those screenshots specifically, I just opened the screenshot folder and picked 2 of them.

This is even worse for orbit line, they are absolutely awful.
 
I've played around with all the settings in the Nvidia control panel and within ED. Both the Nvidia Global and in ED Program settings.

They don't make any difference.

ED just doesn't have any Antialiasing.

It never has

Jaggies rule
 
Care to share your in-driver AA settings please?
These are the non default settings in the Nvidia profile for ED:

Anisotropic filtering = 16x
Antialiasing Mode = Enhance the application setting
Antialiasing Setting = 8x
Antialiasing Transparency = 4x(supersample)
Max Frame Rate = 60 FPS
Multi-Frame Sampled AA (MFAA) = ON
Texture filtering -Ansiotropic sample optimization = Off
Texture filtering - Negative LOD bias = Clamp
Texture filtering - Quality = High Quality
Texture filtering - Trilinear optimisation = Off
Triple buffering = On
Vertical sync = Fast

GPU = 1650 Super 4GB
I play Horizons only and except for a few situations in a dense asteroid field (depends on angle of view etc) i mostly hit the 40-60 (my set limit) fps.

In ED it is complicated (to write down) but i mostly run on medium-high settings with the 'best' settings (not FXAA, the other one) for jaggies reduction and i play on a 1080p monitor.
 
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These are the non default settings in the Nvidia profile for ED:

Anisotropic filtering = 16x
Antialiasing Mode = Enhance the application setting
Antialiasing Setting = 8x
Antialiasing Transparency = 4x(supersample)
Max Frame Rate = 60 FPS
Multi-Frame Sampled AA (MFAA) = ON
Texture filtering -Ansiotropic sample optimization = Off
Texture filtering - Negative LOD bias = Clamp
Texture filtering - Quality = High Quality
Texture filtering - Trilinear optimisation = Off
Triple buffering = On
Vertical sync = Fast

GPU = 1650 Super 4GB
I play Horizons only and except for a few situations in a dense asteroid field (depends on angle of view etc) i mostly hit the 40-60 (my set limit) fps.
1080p ?
 

rootsrat

Volunteer Moderator
These are the non default settings in the Nvidia profile for ED:

Anisotropic filtering = 16x
Antialiasing Mode = Enhance the application setting
Antialiasing Setting = 8x
Antialiasing Transparency = 4x(supersample)
Max Frame Rate = 60 FPS
Multi-Frame Sampled AA (MFAA) = ON
Texture filtering -Ansiotropic sample optimization = Off
Texture filtering - Negative LOD bias = Clamp
Texture filtering - Quality = High Quality
Texture filtering - Trilinear optimisation = Off
Triple buffering = On
Vertical sync = Fast

GPU = 1650 Super 4GB
I play Horizons only and except for a few situations in a dense asteroid field (depends on angle of view etc) i mostly hit the 40-60 (my set limit) fps.

In ED it is complicated (to write down) but i mostly run on medium-high settings with the 'best' settings (not FXAA, the other one) for jaggies reduction and i play on a 1080p monitor.
Thanks! I'll give that a go.

o7
 
I've played around with all the settings in the Nvidia control panel and within ED. Both the Nvidia Global and in ED Program settings.

They don't make any difference.

ED just doesn't have any Antialiasing.

It never has

Jaggies rule
Jaggies in Odyssey are the reason I stopped playing ED. I still check every few months to see if something has been done about it and it's quite frankly baffling to me that this still hasn't been addressed.

The worst part is that I never had a complaint about this in Horizons, but they definitely changed something in Odyssey. Like others here I've spent countless hours messing with the settings, both in game and through the drivers, to no avail. I've noticed the issue in literally every single video of Odyssey I've ever seen, so I'm pretty confident it's not just me.

If anything, I'm surprised people are able to just look past it, as I noticed it within seconds of launching Odyssey for the first time (on the orbit lines in the ship before even landing during the tutorial, then throughout the rest of the tutorial). I went through the tutorial and stopped playing, telling myself I'll wait until they fix it, and here we are a year later with zero updates. Incredible. I was so confident this would be one of the top priorities that I've kept my fleet carrier as-is, uselessly parked at its last location since the Odyssey release (although I did finally turn off all the services a few months back to save on upkeep).
 
Jaggies in Odyssey are the reason I stopped playing ED. I still check every few months to see if something has been done about it and it's quite frankly baffling to me that this still hasn't been addressed.

The worst part is that I never had a complaint about this in Horizons, but they definitely changed something in Odyssey. Like others here I've spent countless hours messing with the settings, both in game and through the drivers, to no avail. I've noticed the issue in literally every single video of Odyssey I've ever seen, so I'm pretty confident it's not just me.

If anything, I'm surprised people are able to just look past it, as I noticed it within seconds of launching Odyssey for the first time (on the orbit lines in the ship before even landing during the tutorial, then throughout the rest of the tutorial). I went through the tutorial and stopped playing, telling myself I'll wait until they fix it, and here we are a year later with zero updates. Incredible. I was so confident this would be one of the top priorities that I've kept my fleet carrier as-is, uselessly parked at its last location since the Odyssey release (although I did finally turn off all the services a few months back to save on upkeep).
I've come to the conclusion that fdev have decided to wait for FSR 2.0, that apparently has inbuilt AA, but that wouldn't be before update 13, so august at least.
 
The aliasing is terrible, but I am not entirely clear on how people never noticed it pre-Odyssey, because to my eyes it was just as bad then - it is a long standing complaint.

I guess a few things I could guess at would be:

* Aside from everything else in the game, the planet terrain geometry and texturing was "smoother" in nature, and used more diffuse materials, which inherently quantifies less into obvious jaggies; A blurry texture "self-anti-aliases", so to speak, in a way that something with sharp edges does not - the classical example of the latter is the old red-brick-and-white-mortar wall-with-single-pixel-wide-seams. Whilst totally lacking the skill to check, I'm even inclined to (wildly) speculate that maybe Horizons planets were even rendered on a separate "forward" render path (...with which can use multisampling type antialiasing) of its own back then, but now brought in like with the rest of the game, which uses deferred rendering (...with which MSAA is less of an option) . (It is also possible that they had a higher quality sampling/interpolation algorithm for the previous terrain bitmaps which were held in arrays of discrete presumably floating point elevation values, than the new bitmap based ones -- as some point one have to begin to skip values taken from a source, or an inordinate amount of work will be spent on calculating every single one.)

* Given the addition of of-foot gameplay, we find ourselves looking at more man-made structures, for longer periods of time, than we did previously, and we see them from a much lower elevation vantage point, which is just about always level with the ground, and as such othogonal with the typically level and right angles architecture, and moving at much lower relative velocity. On a monitor with pixels in a grid layout, horizontal and vertical lines will always break up in a more obvious manner than others. Those railings always broke up into stair-stepping an non-contiguous lines, but we never hung around them for long enough, nor paid enough attention to them, to be as annoyed with them as now, when they are closer range, and you are negotiating the environment they are part of, rather than essentially background to the station menus.

* Finer detail is necessary, for things to not look boxy and lowres up close - this is mostly handled by LODs and Mipmaps, though...

* Specular aliasing (separate in nature to geometry edge aliasing) was always terrible, but new materials may possible be even more shiny that previously... I recall during the Kickstarter somebody asked whether ED would be using PBR (Physically Based Rendering -- a unified set of material properties and how to render them), and the answer was "yes", so I am not convinced Odyssey necessarily added it - it may already have been there, but materials definitely come out differently in Odyssey in many ways, so either they were reworked, or the way they are rendered. -Maybe I could tie this back to the first section about the planet materials - maybe those were not PBR, I don't know...


Personally I will always prefer suffering a bit of aliasing, over suffering blurry graphics, no matter how much I dislike said aliasing.

I'm desperately hoping that if FDev are implementing FSR 2 (I am assuming most developers will have had pre-releases, by the way - not just Arcane, who already has in Deathloop), they will do it using high enough LODs, that the camera jittering can give us as detailed output as possible, and not just the less detail of the lower LOD bias normally associated with the lower spatial resolution that is rendered for subsequent upscaling. Everything in the game comes out with a much better sense of scale, when it exhibits the detail of something 1:1, as compared with a lumpy-paint scale model. :7
 
Elite has always had the worse AA. And, yes, I did notice/ gripe about it back since the Elite: Dangerous core game. I wish they'd add TAA. As of now, you literally have to run the game at 1.5x super sampling for a clean picture. But even a 3090 will struggle to maintain that with Ultra everything else and 60FPS.
 
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I rather have jagged contours than blurred and foggy ones.
First, I don't think you should have to choose between the two.

Second, I'd agree if we're talking about a still image with a high enough resolution, but the problem I have with jagged edges is that it constantly attracts my attention because it looks like something is moving or blinking. So I'd be walking around and suddenly think "oh what's that over there? ... never mind, just a wall with jagged edges". It's infuriating, completely breaks the immersion, and that's what makes the game unplayable for me.

The aliasing is terrible, but I am not entirely clear on how people never noticed it pre-Odyssey, because to my eyes it was just as bad then - it is a long standing complaint.

I guess a few things I could guess at would be:
Something definitely changed in Odyssey because things that looked perfectly fine to me in Horizons are horrible in Odyssey. Things as basic as the orbit lines in the HUD, or the ship itself when in outside camera mode, or the station interiors before even getting out of the ship.

So this isn't a case of "we're just seeing everything closer / longer / differently in Odyssey".

When looking at videos on YouTube I can immediately tell if they've been recorded on Horizons or Odyssey, even if they don't show any Odyssey-specific features.

Maybe the issue isn't with the anti-aliasing itself but actually triggered by a change they made in how the lightning is handled? Because my qualm isn't so much about the borders not being smooth, it's about how distracting it is to see everything "blink" when moving.

For example, pulling up the latest ED video I could find on YouTube, look at the scene between 0:40 and 0:50:
Source: https://www.youtube.com/watch?v=sdk5VJHeqSA&40s


The very front of the ship is pretty aliased, but I'm fine with that. However the center of the ship is aliased AND is "scintillating" like crazy, and that I don't understand how you can just ignore when playing.
 
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The very front of the ship is pretty aliased, but I'm fine with that. However the center of the ship is aliased AND is "scintillating" like crazy, and that I don't understand how you can just ignore when playing.
Well, I can't just ignore it, nor could I before, because it always looked that bad to me, since the base game, so I don't know how others could have missed it back then.
Each of us will of course have different sensibilites and settings...
 
Well, I can't just ignore it, nor could I before, because it always looked that bad to me, since the base game, so I don't know how others could have missed it back then.
Each of us will of course have different sensibilites and settings...
There were AA issues in Horizon, but less severe.
There were LoD issue in Horizon but less severe.
Which also means there is AA and LoD issues in Odyssey and it be great if it was fixed.


Saying "it existed before !" doesn't make an issue less real. Otherwise, nothing need fixing because it existed before. Crash ? Had them in horizon. Bugs ? Had them in Horizon. Grind ? Had that in horizon. Lack of content ? Had that in horizon.
Well, gg, game's fixed, it's perfect, everyone can go home.

Yeah no, doesn't work that way I'm afraid.
 
First, I don't think you should have to choose between the two.

Second, I'd agree if we're talking about a still image with a high enough resolution, but the problem I have with jagged edges is that it constantly attracts my attention because it looks like something is moving or blinking. So I'd be walking around and suddenly think "oh what's that over there? ... never mind, just a wall with jagged edges". It's infuriating, completely breaks the immersion, and that's what makes the game unplayable for me.


Something definitely changed in Odyssey because things that looked perfectly fine to me in Horizons are horrible in Odyssey. Things as basic as the orbit lines in the HUD, or the ship itself when in outside camera mode, or the station interiors before even getting out of the ship.

So this isn't a case of "we're just seeing everything closer / longer / differently in Odyssey".

When looking at videos on YouTube I can immediately tell if they've been recorded on Horizons or Odyssey, even if they don't show any Odyssey-specific features.

Maybe the issue isn't with the anti-aliasing itself but actually triggered by a change they made in how the lightning is handled? Because my qualm isn't so much about the borders not being smooth, it's about how distracting it is to see everything "blink" when moving.

For example, pulling up the latest ED video I could find on YouTube, look at the scene between 0:40 and 0:50:
Source: https://www.youtube.com/watch?v=sdk5VJHeqSA&40s


The very front of the ship is pretty aliased, but I'm fine with that. However the center of the ship is aliased AND is "scintillating" like crazy, and that I don't understand how you can just ignore when playing.
shrug I witnessed pixel graphics before it became a hipster design choice. Wireframe Elite was all jagged lines. I'd say you're spoilt by flashy gfx. None of it is required for a good game. A good game is defined by it's gameplay.
 
shrug I witnessed pixel graphics before it became a hipster design choice. Wireframe Elite was all jagged lines. I'd say you're spoilt by flashy gfx. None of it is required for a good game. A good game is defined by it's gameplay.
As far as I'm concerned a good game is defined by whether I'm having fun playing it.

The gameplay is only part of it, there are plenty of bad games with good gameplay (and even some good games with bad gameplay). Although overall I'd agree that gameplay is more important than graphics.

Still, I'm not even complaining about the graphics in general, only one aspect of it which is relatively minor yet bad enough to overshadow the rest. More importantly, it wasn't there pre-Odyssey (or not nearly as bad), so it's infuriating to spend a few hundreds of hours playing a game only for it to change for the worse later on.

I've read plenty of complaints about Odyssey: stuff about bugs, bad AI, outdated FPS gameplay, unwanted features, etc. And I'd be perfectly fine with all of that if I could just do the same stuff I was doing in Horizons, but as things stand, the only way for me to keep playing is to launch Horizons instead of Odyssey (which brings its own set of problems, notably playing with friends and an uncertain future).
 
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