Aller au contenu

Photo

"ghosting" issue


  • Veuillez vous connecter pour répondre
5 réponses à ce sujet

#1
Delusion83

Delusion83
  • Members
  • 114 messages
Hey,

just wanted to report this/ know if developers noticed this and can adapt or modify the FXAA use in ME3.

The problem might be connected to the general heavy use of motion-blur or/ and depth of field effects in ME3 combined with FXAA on top of them (or the other way around, not sure) or maybe how devs configured FXAA's settings (not FXAA's fault it just might not be set optimal) and results in "ghosting" visual artifacts around moving characters/ objects.

Not an issue in battles mostly, but in cutscenes and especially close-ups. Aside from this the FXAA results are quite good.

Please fix it and update/ adapt FXAA settings in a patch if it indeed should be part of the cause!

For everyone else,
quick FXAA in ME3 overview: here

update: social.bioware.com/forum/1/topic/344/index/9715828#9730243

Modifié par Delusion83, 10 mars 2012 - 03:16 .


#2
DHJudas

DHJudas
  • Members
  • 90 messages
i really dislike FXAA....

prefer forcing AA through other means...

You can also get a pretty nice boost in texture quality by forcing Trilinear Filtering on in compbination with 16x anisotropic filtering via manually inputting the necessary flag in the configuration file.

#3
Delusion83

Delusion83
  • Members
  • 114 messages
The blur-filter negativity/ image FXAA has gotten a lot is mostly overrated, FXAA get's good and even amazing results with a much better manageable performance/ quality trade-off in most cases, problems often seems to arise from lazy implementation really (copy and paste of Timothy Lottes work without using/ adapting the various values he made available to tweak the results) without adapting to a games individual needs or at least checking and nearing a good FXAA setup where such issues don't arise (even tho it seems aside from the ghosting ME3 is among the better implementations).

Also it is known that deferred rendering games where traditional Antialiasing methods only work through forced compatibility flags have massive performance hits and in some cases leave out certain effects for compatibility or at least can't get rid of Aliasing on all elements.

Unfortunately ME3's textures in a lot of places aren't really high res/ detailed, even in some major set pieces (not even just in close ups and such) or even on main protagonists really can't hold up, which is a bummer but has nothing to do with FXAA ( you get that others might not that's why I mention it).

The trilinear filter AF done without performance tricks forced on 8x or 16x on all textures is quite nice but a lot of more average systems can't handle it and ofc it can't magically enhance bad textures.

Modifié par Delusion83, 09 mars 2012 - 03:54 .


#4
DHJudas

DHJudas
  • Members
  • 90 messages
No bad textures of course will remain bad.... but it can improve where there is improvements to be made.. specially in the transitional zones...

FXAA or it's post processing methods are somewhat unreliable or induce unwanted results.. it's cheap and nearly free for a reason..

Considering it's near similar method present in other games.. lets say skyrim, where the ghosting/bluring effect that is common when it's enabled.

However using mutli or adaptive AA in conjunction with enhanced quality 2x or 4x modes tends to have a relatively decent amount of performance and not near the hit.... if i could however run with super sampling that'd be great but unfortunate the performance impact of that mode is through the roof.

If i had to give up FSAA completely..... i'd only do so for either double or quadruple the current texture resolution.... My gaud some of the textures are just terrible.

#5
Delusion83

Delusion83
  • Members
  • 114 messages
My point is these unwanted results are most of the time and I would bet damn near 99% of all cases poor/ lazy implementation of what FXAA has to offer.

[not saying that's the case with ME3! Compared to say Skyrim the implementation is much better as Textures don't have that typical massive blur/ loss of details, which is often missrepresented as typical for FXAA but seems to be "lazy" implementation; of course you could say Textures aren't that detailed in ME3 to begin with, as much as that may be true for a lot of them there still would be noticeable loss in that case but it feels well adjusted in that area!]

Timothy Lottes once commented on it with game development being such a huge effort which would be why in comparison such "small" details as how to best config/ use FXAA would often fall through.

He later added that he especially thought of that when he worked on the next iteration/ version of FXAA (version 4, which we might see this month, and maybe also on a driver lvl in some form in an upcoming Nvidia Driver) and wanted to take it in account as FXAA really often got missrepresented because of it and more importantly not ended up beiing used at it's best.


Most devs don't seem to bother, heck why use their valuable time to config good/ optimal presets for FXAA on PS3, Xbox and the PC, "heck let's just use one",.. Skyrim seems to fall in that category.

If you compare the ingame FXAA results of Skyrim to custom FXAA injector settings (with the ingame FXAA option disabled only using the custom injected FXAA instead) the results are like day and night!

Also note that I was not referring to the typical "blurry textures" accusation wrongly assigned with FXAA in general where the actual issue seems to be in fact lazy/poor implementation of what it has to offer.

The ghosting issue I mentioned is not that common general misconception of FXAA.

DHJudas wrote...

If i had to give up FSAA completely..... i'd only do so
for either double or quadruple the current texture resolution.... My
gaud some of the textures are just terrible.


Yeah really don't get why they didn't bother,.. I mean some textures look like they could have gained immensivley of just a few 100 or so more kb's and if they got the higher quality art- assets why not pay attention at the downsizing of the more obvious/ present set pieces/ char textures which now end up looking pretty ****ty,...

Modifié par Delusion83, 09 mars 2012 - 09:14 .


#6
Delusion83

Delusion83
  • Members
  • 114 messages
I stand corrected,- I now suspect it actually has to do with my display and nothing at all with FXAA or the game. :whistle:

Maybe it's more likely to show in combination with the visual presentation (dark passages/ high contrast through HDMI/ digital compared to analog VGA?) and all or either this things latency has gotten worse or I've simply never noticed it before :/

On the general matter of "blurriness" as also noted before, FXAA in ME3 doesn't seem to negatively affect textures (as it does in say Skyrim) and now that this doesn't seem to be related, is actually one of the best out-of-the-box (ingame) FXAA implementations I've seen so far!  :wub:

Modifié par Delusion83, 10 mars 2012 - 03:13 .