FD : Cobra engine : Aliasing is it just me or what ?

Hi everyone ! First thx FD for such a great game.

I have a question related to Cobra Engine and aliasing.

I upgraded my graphic card recently to a GeForce 970 GTX.

I play in Ultra 1440p but there is still a lot of aliasing compared to GTA V engine. The render does not feel clean and i still see blocky lines even with DSR and DSR smooth.

Is there some parameters i missed or there an "issue" (quote) related to Cobra engine behavior toward aliasing ?

Thx for contributing and have a good day !
 
Yeah, I agree it's far from perfect.

(playing at 2560x1600; have tried all in-game settings but still see jaggies).
 
Use a post process injector with SMAA activated. Try ReShade+SweetFX, or ReShade+MasterEffect. This will eliminate most jaggies.

The trouble is that last time i asked FD, Michael told me that SweetFX is not officially supported.

I am pretty sure FD have very good devs that can handle AA situation to offered us nice quality ;)
 
Im also on 1440p with a GTX980 and I dont really see the benefits of AA on this type of screen.
The only option that improves those artefacts is Supersampling (at least 2.0 for me).

I think thats way too taxing on the GPU and the visual improvement is barely visible, especially in combat.
 
The trouble is that last time i asked FD, Michael told me that SweetFX is not officially supported.

I am pretty sure FD have very good devs that can handle AA situation to offered us nice quality ;)

Not supported just mean that they won't be able to help you if you run in some troubles while using it.
 
ED's aliasing is not that great. Try forcing AA settings from your Nvidia control panel.

This never made any difference to me. I have been trying a multitude of settings, ingame and in the NVidia Control Panel, and none of them are produce even barely sufficient results. It's been like this for long, if not forever. :(
 
Don't use AA or SweetFX. Use DSR. It creates an artificial higher resolution than your monitor resolution, renders the frames at that resolution, then scales it down to your real resolution. Set it up in 3D Settings in the nVidia Control Panel (just add DSR factors and set the smoothness to about 25%) and then switch ED to use the higher resolution. I use it on my GTX560Ti and it makes a huge difference to jaggies and font smoothness and aliasing. As its nVidia's own technology, it works with every game properly.
 
DSR is good if you have the GPU overhead to be able to "afford" it, processing power wise.

It's true though, I was surprised that even at 4K on a 28in screen jaggies are quite visible, particularly in station, where there are a lot of contrasting horizontal/vertical lines...
 
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Don't use AA or SweetFX. Use DSR. It creates an artificial higher resolution than your monitor resolution, renders the frames at that resolution, then scales it down to your real resolution. Set it up in 3D Settings in the nVidia Control Panel (just add DSR factors and set the smoothness to about 25%) and then switch ED to use the higher resolution. I use it on my GTX560Ti and it makes a huge difference to jaggies and font smoothness and aliasing. As its nVidia's own technology, it works with every game properly.

Looks great indeed, but the performance hit is huge. Framerates drop considerably below 60 fps on my i7 4770 + GTX970, when using this :(
 
Im also on 1440p with a GTX980 and I dont really see the benefits of AA on this type of screen.
The only option that improves those artefacts is Supersampling (at least 2.0 for me).

I think thats way too taxing on the GPU and the visual improvement is barely visible, especially in combat.

That's strange; I run a similar res, 2560x1600 and notice a big difference in games with and without AA. In Elite, no so much, but that's the point, no? ;)
 
Looks great indeed, but the performance hit is huge. Framerates drop considerably below 60 fps on my i7 4770 + GTX970, when using this :(

Yeah, it does proportionally increase the load. 1.2X increases the resolution by a factor of 1.44 pixels, plus it has to rescale, so I reckon you're doubling the load. Due to strange technical issues (1080p 37" display that only reports to Windows as 720p), I'm running 1.5X 720p and the FPS are rock solid except for when in busy stations.

Can't wait for the XboxOne version so I can get 1080P, full surround and stuff without the arcane fiddling required to get Windows to get these things right. </controversial thing>
 
Hi everyone ! First thx FD for such a great game.

I have a question related to Cobra Engine and aliasing.

I upgraded my graphic card recently to a GeForce 970 GTX.

I play in Ultra 1440p but there is still a lot of aliasing compared to GTA V engine. The render does not feel clean and i still see blocky lines even with DSR and DSR smooth.

Is there some parameters i missed or there an "issue" (quote) related to Cobra engine behavior toward aliasing ?

Thx for contributing and have a good day !

True, AA really sucks in Elite :(

TX AA needed here.

ED's aliasing is not that great. Try forcing AA settings from your Nvidia control panel.

Not working.

DSR and ingame supersampling give some improvements but performance hit is not work (however i am using 2x dsr)
 
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Search the forums for "deferred rendering" and "deferred shading" - there have been many threads, with input from players who are 3D programmers, and the FDEV graphics team (Ben Parry, can't remember others) who explain why a lot of AA techniques perform poorly in the game.
 
Forcing the AA through the driver sure helps, strange how Elite falls flat in that department.
The engines and bloom around bright objects are all too visible and noticable to be neglected like that :-(
 
Search the forums for "deferred rendering" and "deferred shading" - there have been many threads, with input from players who are 3D programmers, and the FDEV graphics team (Ben Parry, can't remember others) who explain why a lot of AA techniques perform poorly in the game.

This.

Deferred rendering makes it possible for better shading techniques like precise SSAO and screen space reflections, but at the same time limits the anti aliasing.
Higher resolution is the way to go, not by using the SS in-game, but by using DSR in drivers. Still, I'd say use SMAA injectors as it provides efficient AA without massive loss in performance and couple it with DSR at 22% smoothness.
 
This.

Deferred rendering makes it possible for better shading techniques like precise SSAO and screen space reflections, but at the same time limits the anti aliasing.
Higher resolution is the way to go, not by using the SS in-game, but by using DSR in drivers. Still, I'd say use SMAA injectors as it provides efficient AA without massive loss in performance and couple it with DSR at 22% smoothness.

Yeah, because better reflections and shadows are so worth it when the screen is brimming with flickering jaggies. No really, what good are all the other effects if you don't even have the very shapes of things smooth. I am not even faulting FD, this seems like a general trend, AA just doesn't have that "bling" notion to it (afaik many console games don't even do AA in the first place), and is typically done only half-heartedly. :(

I may very well need to consider taking a closer look at SweetFX if it does produce working AA...
 
Yeah, because better reflections and shadows are so worth it when the screen is brimming with flickering jaggies. No really, what good are all the other effects if you don't even have the very shapes of things smooth. I am not even faulting FD, this seems like a general trend, AA just doesn't have that "bling" notion to it (afaik many console games don't even do AA in the first place), and is typically done only half-heartedly. :(

I may very well need to consider taking a closer look at SweetFX if it does produce working AA...

I think developers see the benefits of using deffered rendering, it's not just the effects I mentioned. More and more devs are using it.
It IS a trend. But done properly, AA shaders like timed SMAA could remove most jaggies.

I strongly recommend trying out ReShade+MasterEffect with SMAA as the only effect enabled. It's better than the one in-game, and so what if the devs doesn't support it. None has so far. If it brings you any trouble (I really doubt it) just remove the damned thing. ;)
 
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That's teh good thing about console games, they just work out of the box no fiddling required. Its the bonus of a runtime platform that is exactly the same as the dev and test platform!.

Yeah, it does proportionally increase the load. 1.2X increases the resolution by a factor of 1.44 pixels, plus it has to rescale, so I reckon you're doubling the load. Due to strange technical issues (1080p 37" display that only reports to Windows as 720p), I'm running 1.5X 720p and the FPS are rock solid except for when in busy stations.

Can't wait for the XboxOne version so I can get 1080P, full surround and stuff without the arcane fiddling required to get Windows to get these things right. </controversial thing>
 
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