[quote]neilthecellist wrote...
So do you, me, Smarteck, and
DeadMeat367. I don’t tolerate anything lower than 60 frames per second. I am
also running in NVIDIA 3D Vision which is a serious performance hit in Unreal
Engine 3 powered games, including all the Mass Effect titles. So I am taking an
even more serious performance hit than you, especially since I’m running
incredibly lower specs than you.
[/quote]
That does not mean that you have the same demands as I do, nor notice the same things as I do - everyone has different preferences. And that is what I meant; what is fluent for me is not for you and vice versa.
And 60 frames per second are pretty low to actually speak about playing fluently.
[quote]neilthecellist wrote...
You should not be having any
leaks period, especially with your graphics card. Unless you screwed up
Coalesced.bin configuration, but that would be then your fault, not Texmod’s “leaks”.
[/quote]
I pretty much used an original clean Coalesced, so I seriously doubt that. As I previously said, I did have memory leaks in previous ME titles & TexMod. Also, what graphics card I have is irrelevant to memory leaks, for a hardware to be responsible to a memory leak presents a serious problem that would be obvious everywhere.
I am still researching on that matter though.
[quote]neilthecellist wrote...
Um... No. Just no. 4xMSAA
does not produce blur. I don’t know where you’re getting this information from.
I am a software engineer and you are spouting nonsense at this point. FXAA
blurs, MSAA should not. If you have MSAA set in the NVIDIA Control Panel and
Mass Effect 3’s default AA setting set to “on” in-game (the in-game AA setting
is FXAA x1) then that’s on you, not the rest of us modders here.
MSAA has higher clarity when
configured and implemented through NVIDIA Inspector. Newer algorithms for NVIDIA’s
MSAA should include SGSSAA (Sparse Grid method). As with any MSAA or SGSSAA
solution, negative LOD bias needs to be calculated out to compensate for any
shader/texture smoothing.
[/quote]
Yes it does, we have tested this and researched it for years among competitive players, it destroys responsiveness and creates blur. It may create some or it may create a lot or it may depend on the resolution, but it does.
I have not tested the Sparse Grid Method, however, if it obliterates performance I do not even have to try it out. For most of the times MSAA is not an option for me, not just because of its responsiveness problems, but because of the 'lower than what I want FPS' issue. We recently tried Battlefield 3 with Tri-SLI GTX 680s; MSAA was still a joke under some situations because of the game's poor optimization.
[quote]neilthecellist wrote...
The formula for determining the correct lod
bias is "y = -0.5 * log, base 2, of (n)" where n is the number of
samples and y is the correct lod bias.
So whatever MSAA setting you
use, for instance 2xMSAA, should be paired with 2x SGSSAA. Then negative LOD
bias needs to be set to match up to the AA setting. More information is
available here (
http://naturalviolen....com/sgssaa.htm)
You can configure FXAA
Injector for clarity, but nowhere can you get the clarity of MSAA without
[/quote]
I will investigate, but as I previously mentioned; if it destroys performance it is useless for me. When I talked about MSAA I was talking about default panel adjustments.
[quote]neilthecellist wrote...
[quote]Fabulist961 wrote…
However, proper adjustments can make FXAA almost
as good as 4x MSAA (on what FXAA is good at) and have less blur than 2x MSAA
has.[/quote]
Huh?
[/quote]
FXAA has less blur than default MSAA from Nvidia's panel when properly configured, and it is better than 4x MSAA in certain situations as I mentioned. For example; fences.
[quote]neilthecellist wrote...
What are you talking about? MSAA sharpens at
any texture setting. I have been using MSAA for many years now since 2003 when
I started beta testing for Unreal Tournament 2004.
MSAA does not blur textures. FXAA does. You are
horribly mistaken. You are probably getting crisper images from FXAA because
you might be tinkering with clarity options with the injector, in which case
NVIDIA Inspector does that automatically with MSAA/SGSSAA/negative LOD bias
settings. Actually MSAA alone shouldn’t cause blurriness.
In fact… Just to burst your bubble here, and
so people on this thread aren’t confused by the wrong facts you just wrote…
[/quote]
"Burst my bubble" is a quick attack for a matter you are not properly informed. As I said, MSAA does sharpen all textures up to a limit. As you probably know, it goes up using more samples after a point and beyond, ending up to configurations like 32x or more. Only at settings as high as these MSAA can properly sharpen 'fence' like textures, and it starts to create a blur to do so.
FXAA can do that with a substantially lower performance hit on 'fence' like textures and it can be optimized to minimize blur. And that is why it is best that they are used combined, if you are aiming for a clear sharp image.
You should go make a research on FXAA vs MSAA vs MLAA vs SMAA vs TXAA and so on before starting to throw blames and accusations; I will not go and search for the best direct links regarding this, there is plenty information to find out there by yourself. Information that you can test.
[quote]neilthecellist wrote...
(from hardforum.com) Timothy Lottes (creator of FXAA) had an
interview somewhere where he basically stated that he regretted people getting
the impression that FXAA is better than MSAA. FXAA was created as a fast cheap
method of AA, it does not push IQ at all. If you like blurring everything on
the screen, maybe FXAA is your thing. In addition, all of the best IQ methods
still require native MSAA support (ie SSAA). In fact, this problem of FXAA not
really pushing IQ in the right direction is what spurred the development of
TXAA per this interview. I'll try to dig it up.
[/quote]
I pretty much do not care what anyone says, I can judge by myself:
http://www.iryoku.com/smaa/#movie .
FXAA is in fact a cheap sharpening method, which however has other advantages (like SMAA) and benefits MSAA does not have
Check out the link and test SMAA and FXAA on Crysis 2 by yourself, it would be an educated way to start.
[quote]neilthecellist wrote...
I like FXAA because its fast. However, all it does
is blur the entire screen - MSAA is still better, and is required for higher IQ
levels (ie CSAA , SSAA) - 16-32x CSAA and SGSSAA is not possible at all with
post process; they require native MSAA support. These AA methods are infinitely
better than FXAA. I look forward to the next step, TXAA.....I want an evolution
in image quality.[/quote]
MSAA may be better with SGSSAA, however I do not understand where you are getting this: "blur the entire screen", you should further research in order to optimize your FXAA, you are doing it wrong.
[quote]neilthecellist wrote...
Not true. I am playing with
4xMSAA+4xSGSSAA, VSync on, on a GTX 480. AND I’ve got NVIDIA 3D Vision running
on. I am fine playing as it is. I was in the top 1000 players for Crysis 2 until
I stopped playing middle of last year. Back in the days of Unreal Tournament
2004, I won several BeyondUnreal in-house tournaments. I have also competed in
MLG for Counterstrike many years ago before MLG became mainstream. None of
these are “bad” things, necessarily. You are making your opinion sound like
fact.
[/quote]
Yes it is true and yes it is absolutely a fact; just because you do not understand it, it does not mean it does not exist. I have been a competitive player for years and I have done extensive research on the matter with many people, and besides the personal opinion of over 25 professional players, you will find relevant information in tech forums.
I seriously doubt you were a serious MLG player with MSAA on 1.6 & UT.
[quote]neilthecellist wrote...
If you read my posts in that
thread, I established that MSAA+SGSSAA with proper negative LOD bias
implementation produces a crisper image than SMAA/FXAA. ChowderClam, the
creator of the thread, even acknowledges this.
[/quote]
I do not doubt that, I said smarteck's is good enough by itself, I did not say it cannot get better with different methods or additional improvements.
[quote]neilthecellist wrote...
Yes, I used the FXAA
Injector for Battlefield 3 too. It’s a piece of crap IMO. Again, it's FXAA, which has been established, BY TIMOTHY LOTTES HIMSELF (the creator of FXAA) that it's a blurring, cheap form of AA that isn't better than MSAA.
You’re right about the less
performance hit than MSAA, but that’s to be expected, and that's about the only thing you've said that's true in your entire previous post.
All in all, you sound like you don’t know what you’re
talking about.[/quote]
What is a piece of crap is the implemented MSAA by DICE and Nvidia's MSAA in general; my performance was destroyed and only when I used up to 32x CSAA the fences started to look as sharp as when with FXAA.
The implemented FXAA from DICE is a blurring crap, but not the one from DANOC.
You pretty much do not know what you are talking about because you either not properly informed or a fanboy, and I will not continue this, you and everybody else who 'may read this' are more than welcome to do simple Google searches and proper tests to judge on their own.
Modifié par Fabulist961, 01 juillet 2012 - 07:50 .