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#3489762 - 01/07/12 08:20 PM
Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim?
[Re: Swordsman]
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Two-speed Five-Blade Fan
Senior Member
Registered: 11/19/01
Posts: 3199
Loc: Canada
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Perhaps. Perhaps.  I'm happy with it though... (and AA does really help with 1024x768 - if you've been forced to run in it).
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#3489774 - 01/07/12 08:53 PM
Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim?
[Re: Swordsman]
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Member
Registered: 12/15/01
Posts: 1675
Loc: Denver,CO,USA
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Rise of Flight has both HDR and AA/AF and they work together with no problems. AA and AF both do a lot to reduce landscape shimmer at any resolution.
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Intel i5 2500K CPU,Asus P8Z68vlx MB (turbo) GTX 460 2G, 8G DDR3, Win7 Home Premium 64 bit- "Níor bhris focal maith fiacail riamh."
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#3489799 - 01/07/12 10:07 PM
Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim?
[Re: LukeFF]
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Member
Registered: 11/02/09
Posts: 538
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Anti-aliasing really matters at resolutions below 1024x768... of course that is my personal opinion. That may be your opinion, but it is nonsense. Agreed. I run CoD @ 2560 x 1600 and without AA and AF it shimmers like crazy. No other sim I own does this. But you will never convince someone who is determined to deny AA and AF is important, because it shows CoD to be the mess it is. Rise of Flight has both HDR and AA/AF and they work together with no problems. AA and AF both do a lot to reduce landscape shimmer at any resolution. A fact indeed.
Edited by Icarus1 (01/07/12 10:09 PM)
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#3492094 - 01/11/12 01:12 AM
Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim?
[Re: Swordsman]
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Member
Registered: 04/20/01
Posts: 576
Loc: Portland, OR
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Well, FWIW, have you guys seen what Timothy Lottes (an nVidia developer) has been working on for the FXAA injector? The "AA at different scales" slide on this update is particularly promising. And some more shots and features on the 4.0 release. I wrote up a brief blurb on the current (3.11) release of the FXAA injector (comparing it to in-game AA and SMAA injection) over on eVGA's forums...basically, this is a solid alternative for the future. Would it be best if the game supported AA natively? Yeah, probably. But it's pretty solid (...enough) aside from that, and that problem appears to be easily fixable. Next few weeks should be interesting!
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#3492551 - 01/11/12 02:56 PM
Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim?
[Re: Xander Fulton]
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Member
Registered: 11/02/09
Posts: 538
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Cool. Can't wait. I hope it works better than the previous injectors, which for me made little difference. But anything is better than the shimmmering clustermuck in CoD even at 2560 x 1600.
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System Specs: Main: i7 3930k @4.8Ghz, 32Gb 2133 Ram, GTX 580 3Gb SLI, 256Gb Samsung 830 SSD + 600Gb + 2x 300 Gb VelociRaptors, 1.5kw PSU, Recon 3D Fatal1ty,Logitech Z-5500 5.1 Surround, 30" Samsung LCD + 24," Logitech G11, 3X CH MFP's, Cougar MFD's, Cougar FSSB-R2 + Simpeds, TrackIR5. Secondary: Core2 Extreme QX6850 3.00 Ghz, 8Gb RAM, GTX 580 + GTX 260 , 120Gb Ocz Vertex 2 SSD + 160Gb VelociRaptor, SB X-Fi Extreme Gamer, 2 x 19"Samsung LCD's, 2x 8" VGA, 2x 7" TFT's,1000W PSU
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#3492984 - 01/12/12 12:47 AM
Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim?
[Re: Icarus1]
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Member
Registered: 04/20/01
Posts: 576
Loc: Portland, OR
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Cool. Can't wait. I hope it works better than the previous injectors, which for me made little difference. But anything is better than the shimmmering clustermuck in CoD even at 2560 x 1600. Well, if you take a look at the screenshots in the thread...the injectors DO make a difference. A very stark and amazing difference. But *only* in shape edges. IE., the aircraft edges. Things like wires, poles, terrain, etc...nothing. But they definitely do help, and the performance hit is basically nothing.
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#3493177 - 01/12/12 09:14 AM
Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim?
[Re: Swordsman]
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Entil'zha
Big Kahuna
Registered: 02/15/00
Posts: 35615
Loc: Space Coast, USA
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I run at 1920x1080 and I still use as much FSAA as I can, regardless which game or sim I'm using. AF is irrelevant to screen res, you want that as high as you can get always, but even with lower-power cards you can run 16x AF nowadays for little or no performance hit.
ROF does have a texture crawl problem near the horizon, and they introduced supersampling to try and help, but the performance hit is too big for most people. It's not FSAA or AF per se, it's how they chose to render the textures there and the lack of (IMO necessary) haze at that point. CloD's terrain just below the horizon is too clear, too crisp, so the PC winds up trying to pack all this detail into an area that's not many pixels tall, and as it changes with your movement you get pixels going through a rainbow of colors that look like a crawl. The answer should be all those pixels going to a more uniform gray-green or gray-brown or something there due to haze.
The Jedi Master
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The anteater is wearing the bagel because he's a reindeer princess. -- my 4 yr old daughter
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#3493215 - 01/12/12 10:13 AM
Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim?
[Re: Xander Fulton]
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Member
Registered: 11/02/09
Posts: 538
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Cool. Can't wait. I hope it works better than the previous injectors, which for me made little difference. But anything is better than the shimmmering clustermuck in CoD even at 2560 x 1600. Well, if you take a look at the screenshots in the thread...the injectors DO make a difference. A very stark and amazing difference. But *only* in shape edges. IE., the aircraft edges. Things like wires, poles, terrain, etc...nothing. But they definitely do help, and the performance hit is basically nothing. Stark and amazing a bit of an exaggeration. As you say, it only works on shape edges and is no where near as good as 8x or 16x AA. True it is good for screenshots and exterior views of the plane, but in the pit is the most important and the ground shimmers like crazy as do wires etc. when they are in motion which is when it really counts. Screenshots do not show the ugly shimmering. So far Injectors are better than nothing, hope they get better though in the next versions.
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System Specs: Main: i7 3930k @4.8Ghz, 32Gb 2133 Ram, GTX 580 3Gb SLI, 256Gb Samsung 830 SSD + 600Gb + 2x 300 Gb VelociRaptors, 1.5kw PSU, Recon 3D Fatal1ty,Logitech Z-5500 5.1 Surround, 30" Samsung LCD + 24," Logitech G11, 3X CH MFP's, Cougar MFD's, Cougar FSSB-R2 + Simpeds, TrackIR5. Secondary: Core2 Extreme QX6850 3.00 Ghz, 8Gb RAM, GTX 580 + GTX 260 , 120Gb Ocz Vertex 2 SSD + 160Gb VelociRaptor, SB X-Fi Extreme Gamer, 2 x 19"Samsung LCD's, 2x 8" VGA, 2x 7" TFT's,1000W PSU
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#3493303 - 01/12/12 12:33 PM
Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim?
[Re: Swordsman]
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Member
Registered: 03/08/07
Posts: 293
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I am a bit confused about this lack of FSAA. As far as I know, anti-aliasing is a algorithm already implemented in hardware and the implementation is mostly responsibility of the video card's driver. As long as the game generates Direct 3D data, anti-aliasing can be added.
I think it must be a simple matter, but I am not a game developer.
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#3493397 - 01/12/12 02:34 PM
Re: Seriously, Is It Possible That FSAA Ever Gets Implemented in This Sim?
[Re: Swordsman]
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Entil'zha
Big Kahuna
Registered: 02/15/00
Posts: 35615
Loc: Space Coast, USA
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It has to do with shaders. If a game implements certain shaders post-rendering it can break FSAA under DX9. The answer is either the game does the FSAA itself BEFORE applying those shaders, or the driver writers know how to implement it and put it in. Early DX9 and before games don't have to worry about it.
The Jedi Master
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The anteater is wearing the bagel because he's a reindeer princess. -- my 4 yr old daughter
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