What's your favorite AA method?
SMAA, TAA, TXAA, NOAA, CMAA, SSAA, MLAA, MSAA, FXAA?
Mine is TAA, cheap and kills shimmering
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What's your favorite AA method?
SMAA, TAA, TXAA, NOAA, CMAA, SSAA, MLAA, MSAA, FXAA?
Mine is TAA, cheap and kills shimmering
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4k monitor
This, can't discern pixels anymore now that I have a 4k, my eyes aren't good enough to see the aliasing anymore so I just leave AA off.
I still clearly see aliasing at 4K in modern games without TAA.
>my eyes aren't good enough to see the aliasing anymore
SMAA this, FXAA that
Nobody talks about just getting old!
Classic OAAA (Old-Age Anti-Aliasing)
SSAA followed by SMAA for games with only TAA or FXAA. Reshade is very useful for that but some games require a bit of sharpening but definitely not the default value.
You can’t notice it on the screen but if you take a screenshot it will show up, It’s the same when I use 1440p on my OLED, the screenshots look worse then what I remember playing.
Too much pixels will hurt my eyes
You don't need the display itself to be 4k to achieve this, you can use SSAA - 4k render downscaled to a 1080p display will be an extremely clean antialiased image.
it all looks the same to me...
FXAA is just making whole image looks worse, while not removing aliasing. The most ugly shit in the world
you might have cataracts
TAA!
>What's your favorite AA method?
off
Mmmm crunchy pixels.
Hyperopia
>Mine is TAA, cheap and kills shimmering
as long as you play at 4k... 1080p TAA looks like some mouth breathing pieco of shit fogged up the camera
Meanwhile Xenoblade 2 with TAA in 720-504p docked and 540p-368p portable
I’m pro-aliasing until they have low, med, and high settings.
Low: OFF
Med: FXAA
Hight: SMAA 1.25x
Ultra: SMAA 2x
Just use sharpeting after the TAA
>3 Unrelated Nintendo posts in a row
Samegay
I prefer AA off.
>people are encouraged to be anti-aliased
>but being anti anything else will get you called a racist
huh?
what about antiracist?
Anti-racist is anti-white, which loops back to being racist.
>What's your favorite AA method?
Not having a nintendo tier rendering resolution.
SSAA master race. I game on a 1080p monitor, but use a RTX 3080 Ti and run games at native 4K or higher and rely on DSR to smooth out everything out.
No ghosting or jitter artifacts from TAA. Also all textures are smooth and crisp, not just the polygon edges.
running the game in 3840x2160 on my 1920x1080 monitor of course
anti-aliasing: off
motion blur: off
depth of field: off
chromatic aberration: off
film grain: off
vignetting: off
based
frick motion blur adding devs in particular
You guys are missing great advancements on Motion blur, your idea of MB probably come from the PS2 era
Nu-Doom, Quake remaster and Frostbyte games have great Motion blur
>but MB got better now!
People don't dislike the quality of MB, they dislike it AS A CONCEPT.
DOF is still imperfect, especially without actual player eye detection. On PS4, RDR2's DOF is painfully bad. You can't manually change where the screen focuses on unless you switch cameras.
>You guys are missing great advancements on blurry images
>The thing that assimilates how our eyes work is blurry
Never change Ganker
Exactly. Your eyes naturally do it. You only need motion blur if you’re running at 30 FPS because otherwise you’re basically watching snapshots whenever you turn. And even thing I would rather snapshots than melted diarrhea.
Anything in triple digit FPS, and your eyes will naturally motion blur it.
Yes, you brain kinda copes with a fast showcase of images, that's how video works
But the feeling is not remotely close when achieved right
Looks like a glitch on the right lol, he turns into a fuzzy mess for no reason
Fallen Order is probably one of the worst examples of proper motion blur in a game. Uncapped shutter speed, banding/undersampling artifacts (this would be fixed with a lower shutter speed), and bad depth/edge detection. Its like everything they could mess up, they did mess up.
The only thing that looks like it has proper motion blur is implemented is the light sabers, but that looks to be an entirely different visual effect system.
You're eyes will track moving objects you are focused on involuntarily as they move removing any perceivable motion blurring that may occur from fast moving objects as sort of an image stabilization mechanism. Unless games are using eye-tracking cameras, this effect would be impossible in games to replicate in game.
Plus newer sample-and-hold displays like LCDs and OLEDs will also introduce an image-persistence motion blur on moving objects as the same effect of your eye's involuntary motion tracking/image stabilization causing artificial motion blur to be added to otherwise crisp images just because your eyes are smoothly tracking the movement of the object that stays in a fixed position during the frame-time duration.
So unless you are using a CRT or plasma monitor plus a game using some eye tracking camera to drive its motion blur, its going to be impossible to remove all motion blur from games nor properly replicate how motion blur works in real life. Black Frame Insertion might help reduce it a little bit but at the cost of drastically reducing brightness by how persistent the black frames are and limited the response time of the display.
>Black Frame Insertion might help reduce it a little bit but at the cost of drastically reducing brightness
My TV has the black frame insertion option (can't remember what Sony calls it), and it darkens the shit out of the image.
The brain does motion blur in post-processing, it's not overlaid on top of the image.
the flesh is weak
You don't need to simulate what you're eyes already do though, if something is too fast to see clearly your eyes will do what they do, same shit with DoF, the part of the screen you are not staring it will naturally be out of focus.
It doesn't matter how much you polish a turd, it will always be shit.
>motion blur: off
>depth of field: off
>chromatic aberration: off
>film grain: off
>vignetting: off
This plus lens flare: off
plus camera shake: off
Does anybody on the planet actually like motion blur/depth of field?
Motion blur can work every when its implemented properly and uses a reasonably small shutter speed. The problem is most games don't implement it properly and it looks like shit with an uncapped shutter speed resulting in a overly blurry nauseating mess.
Few games do motion blur properly, the only ones I can think off on the top of my head is Insomniac's Ratchet and Clank: Rift Apart on PS5 and Spider-Man.
Console owners
I do
I like DoF for photomodes sometimes
>Textures on highest
>AO on medium
>everything else off or low
Ah, perfect.
Now we're talking.
Anything that ruins picture quality is set to off or low if it's the only option.
Texture, model, draw distance, etc anything that adds to the clarity is set to max.
This. Why do idiot devs keep adding this garbage?
For the same reason TV makers add a frickton of garbage post-processing effects that end up looking like shit: some people like them.
Those people are moronic.
based
extremely based
Don't forget bloom
Yep, frick anything that tries to add extra features especially when my eyes do it better.
>skyrim's eye adjustment feature
>great now my eyes get to adjust to light twice over!
>it brightens everything when you look at lights and darkens everything when you look at dark
>the complete opposite of how real life eye adjustment works
Motion blur and chromatic aberration are great if they're subtle, but they're NEVER subtle.
Also I like film grain sometimes, but that's 100% a personal opinion.
Vignetting is okay depending on the game.
>era of huge, clunky polygons was short-lived and is long gone
>era of blur persists and will never go away
Take me back.
SMAA or super sampling 4K on my 1080p panel.
Is there a moron's guide out there about the difference between all these things?
Never for the life of me could I tell or know what all these letters and things mean other than "Make jaggy stuff look less jagged"
And that it usually causes my framerates to plummet before the RTX meme
AA is a way to prevent jagginess, but the resulting image is more blurry (Workaround; Sharpening) or it needs a significatively amount of extra processing power
Without motion blur the sense of speed is mitigated, people didn't liked Ambient occlusion when it was introduced and now its an standard
Agree, DOF works better as an artistic way to make the player focus into something, often used alongside slowmo in those cases
>AO on medium
You mean SSAO?
Aliasing is when the "signal", in this case objects rendered on screen, is higher frequency than the sample frequency, i.e. The required resolution is too low to represent the details.
This means that gradual changes become steppy, and as stuff moves it might flicker.
Anti-aliasing is any attempt to alleviate this.
There's two ways: Increase the sampling frequency, or attempt to reconstruct the higher frequency signal from lower frequency data.
SMAA and FXAA attempt the latter, so they analyse the image to try and detect edges which they can then reproduce more accurately.
Multisampling AA, MSAA, uses more geometric samples when rendering polys on screen as a way to reduce aliasing they cause, but it runs the same shading for all of the samples so it doesn't help with aliasing where shading is the source, e.g. bright reflective highlights.
Supersampled AA, SSAA, just straight up increases the resolution to increase the sampling frequency. The high resolution image is then downsampled to the screen. This is the best but also the most expensive.
Temporal AA, TAA, uses previously rendered images as a source of samples, where each frame gets a slightly jittered image. For a perfectly still image this would be supersampling, but when stuff is moving things need to be reprojected to the previous positions to pick the correct previous sample. It can have an 'inifinite' set of samples since you can just contiuously average the previous samples with any new samples. Movement introduces all sorts of distortion and variation so the image often ends up blurry. No implementation perfectly resolves the issues so a lot of people don't like it.
Often unmentioned: Texture filtering is AA. High resolution textures when rendered on the face of an object will alias badly. Textures in games will have a set of progressively halved and prefiltered copies of the texture. The GPU will pick the right copy to use for the coverage of the texture and thus anti-alias it.
I only care about AA when it comes to text or other 2D vector graphics.
Top is better.
I turn it off completely, I like that the jaggies make it feel more video gamey
>crank resolution up to 4k with DSR and no AA, looks great on my 1080p screen
>can't see shit because UI scaling wasn't even something to consider in older games
You just can't have everything.
That's when SGSSAA or plain Supersampling comes in.
Did the captchas suddenly get worse? What's up with these lines? I feel like I'm looking at dazzle camo trying to make sense of this bullshit.
They did. As per usual, bots will continue to get through and the average anon will only get a worse experience.
Is this supposed to confuse birds?
It was used to make it hard to discern the exact profile of a ship and which direction it was facing at any given time.
Nowadays you won't see dazzle camouflage because radar and other kinds of sensors are so ubiquitous
It's meant to make it confusing to interpret the boat's heading. You're supposed to see a weird stripy blob with no front. It probably wasn't effective since they don't do it anymore, and I doubt it was particularly good for the crew's mental health. I'd rather jump into the sea than be stuck standing on a horrible stripy blob for any decent length voyage.
It was done before radar to confuse the enemy as to what type of ship it is and direction it was facing
Yes, they used to have 5 letters, now some have 6.
I always get 6-digits, but most of them are already fixed/arranged from the get-go so I guess it's fine.
aliasing = soul
Off
super jacked up FXAA or whatever dragan age origins uses on PC, picture just feels warm.
TAA superchuds wont understand, why dont you just get a cheaper lcd if you love ghosting so much
TAA is mandatory in modern high fidelity games whether you like it or not. The thing about TAA is that the implementation varies on engines and games and some of them are being made for resolutions higher than 1080p. FF7R looks like a 540p game at 1080p with default TAA settings, while it looks acceptable at 4K.
Elden Ring is an example of pretty good TAA implementation.
The blurring from TAA can be often negated with sharpening filters. CAS is a good filter that just works.
For older games, supersampling/downsampling > MSAA (if supported) > SMAA > FXAA.
That said 4K isn't very significant in older games, compared to integer scaled 1080p it's slightly more clear, it feels like better AA and that's it. Also at 4K the UI is often fricked up, as neither text nor HUD might scale.
If you still have 1080p screen, you really don't need to upgrade, if you have RTX just use DLDSR, 4K quality downsampling at much lower performance cost.
This is a good take, TAA isn't a resolution drop but effectively looks like it. It's why DLSS is usually a good replacement if you don't mind some of its quirks because it literally is a drop in resolution but at least gives performance.
SSTAA is actually used to increase the resolution of an image similar to the DLSS. Very few games have actually used it or have it implemented properly. but its built in to Unreal Engine 5 and FSR 2.0 also supports this so expect more games to start allowing that soon.
Ironic how 10 years ago temporal AA was seen as basically junk, with MSAA being the gold standard, while nowadays TAA with supersampling and some sharpening is pretty much the best compromise between image quality and performance loss.
The lowest, I don't care. Shimmer away, do your worst.
FXAA: Can smooth out a rough image, but it just feels like a general layer of blur over pixels that are still peasant and crawling.
SMAA: Misses almost every edge and has a small but noticeable performance impact. Only good for heavily stylized simple games like Risk of Rain.
MSAA: Once the king but now basically useless. It will still clean up some edges but misses way too much in modern games to be worth the performance impact.
TAA: Necessary evil. Eliminates aliasing the best, eliminated all the quirks with modern rendering like checkered hair. Blurry as hell and not consistently blurry either, often introduces a sort of motion blur into games. Some objects leave trails but this is dependent on the game. Sharpening helps.
DLSS: Gives a similar blurry look to TAA but can also introduce trailing and visual artifacts which is sometimes worse or better than TAA depending on the game. Usually worth it for performance boost.
Off
SSAA, I also like NOAA but I feel like very few games use it well. Really though there should only be blur or edges on things directly in your face as edges smooth in real life with distance, that also doesn't mean you should be seeing blatant fricking pixels either
Anti aliasing was on the syllabus of my graphics course but we didn't get to it because snow cancelled a class and that upsets me
Why does that matter? Most AA algorithms are open source or built-in to the most popular game engines.
>snow cancelled a class
Canada/Northern Europe (because snow is actually bad) or USA/continental Europe (because they're unprepared for snow)?
Northeast US, it's a campus where the majority of the students are commuting 30-90 minutes though so they close pretty easily
Yeah, so is every other algorithm you learn in college, it's still interesting though
>Northeast US
OK yeah I forgot about Maine and Vermont and shit like that
is vsynch a complete meme? Ive never seen it do anything with any game ever
No it is not. I have had TERRIBLE screen tearing problems in the past, and vsync is a lifesaver. I don't know if it's the video cards I've had, or the OSes I've used (Linux distros are horrible for this), but vsync has saved my ass a number of times, and I'm happy to trade all the way down to say 30 fps in exchange for no screen tearing.
You will only notice VSYNC having an effect if the game isn't running within your monitor's refresh -rate. If the game is running above or below 60 with VSYNC off on a 60hz monitor, you may notice image tearing during any camera movement. With vsync on, instead you will just notice movement judder in the same case. If the game is running at a locked 60 or 30 fps, VSYNC should have no effect other than adding input lag.
Vsync in extreme cases can help lock your frame rate to your refresh rate but beyond that it's more of a problem causing input delay and other issues
Broke
>TAA
>SSAA
>MLAA
>CMAA
Woke
>MSAA
>FXAA
>SMAA
>TXAA
BESPOKE
>FSR 2.0
>TAA with sharpening
>TSMAA
>AA: Disabled
soulless vs soul
>Playing a third person game
>Lens flare
>Chromatic aberration
>DoF in gameplay
>Vignetting
anything but MSAA
16x MSAA burned 2 of my graphics cards
MSAA is a fricking stupid brute force tech made by monkey
I wanted to say that!
But yea, MSAA is an technique relying on brute-forcing calculations.
No wonder running it at 16x can fry a card.
>*an old technique
I built a gaming PC recently and I discovered that for some reason sharpening was turned on automatically. Had to turn that shit off, made the games look worse - all crunchy.
CRT shadowmask
Best is MSAA but that shit is way too demanding.
FXAA basically dooesn't reduce performance at all, but is basically how AA received its bad reputation as a vaseline on screen filter.
A good TAA implementation is the happy medium for most games. I emphasize again: a GOOD implementation. It will remove most jaggies and fix most shimmering artifacts while keeping most of the rest of the scene sharp. Distant objects will still be blurrier and harder to see than a native non AA image though.
Graphix preset: Very Low
Anti Aliasing: Disabled
Screen resolution: 1080p
FPS: Unlocked
>Monitor: 60hz
>Fps: 500
Yup, it's gaming time
Still makes it more responsive than 60fps locked v-sync although getting a 120hz, or 240hz monitor would be pretty beneficial in that situation.
I thought anything above 60 fps on a 60hz monitor was not processed by the screen so just useless computational output and you should just turn off v sync and lock fps at 60
Half true. You won't get more frames, but with v-sync off, the image is being refreshed as the screen is being refreshed top to bottom. Think about how when you run your game with v-sync off, you see tearing and the bottom of the screen is a more recent image than the top. That on a higher level happens when you're in the over 120fps territory. The screen is getting refreshed as it's progressively changing the pixels, giving you the most recent possible image you could get.
>bottom of the screen is a more recent image than the top
sorry, top of the screen is more recent image than the bottom
Eh? I dont get this at all when i have vsync off and fps limited to 60
Out of all post-process systems, CMAA is my new found love.
It's SHARP as frick, very cheap, and does better job smoothing only the rough edges and pointy peaks thab FXAA or SMAA.
Obviously I'd prefer a resolution-based AA method, but the huge-ass resolutions and polycounts, alongside the Deferred Rendering, have made 'em obsolete.
TAA is more of a curse than blessing, but thanks to lazy ass devs cutting corners with all sorts of DITHERING and shit, resulting tons of noise and shimmering, it's borderline must-have in the modern fugly games.
MSAA I find has the best quality/performance ratio. SMAA is the best quality one but still very taxing. TAA/TXAA/FXAA are pretty bad quality-wise but have amazing performance.
The best AA is ultimately downscaling.
>What's your favorite AA method?
200% renderscale.
4K supersampling at 1440p with SMAA, sharpening and clarity filter via reshade.
Don't care. Just give me pixel fonts.
alias thread? i was pleasantly surprised with this game, the cutscenes were well animated and had the original dubbers, at least in my language.
sure, how was it?
decent, lots of gadgets and stuff, kinda like splinter cell but more combat focused
>What's your favorite AA method?
None, because they all look like shit.
>Mine is TAA, cheap and kills shimmering
Also kills visibility in fast paced shooters.
>None, because they all look like shit.
SSAA does not
see
Also don't delete posts just because you made a typo. That shit is beta af.
Bait thread
TAA is garbage
I'm a boomer and i have no idea what any of this means
You mean SSAA?
True, but that's pretty much just downscaling anyways.
Yeah I fricked up the post somehow. SSAA is the ideal as it's perfect aliasing, you're just rendering at a higher resolution. DLSS is the next best thing though.
I'll do what I want
Both me btw.
Baka.
pre 2010s x16
modern AA looks like mush
for me it's keeping alias
MacType > LCD Setting
That's all.
Recommended to Windowsgays who see fricky crumbled text and shit, or if they see it too thin and fricky on their eyes.
Many settings to pick from.
AI upscaling unironically beats native 4k
the one in the source engine, there's yet to be any other game that has a better looking one. it's all fuzzy and blurry nowadays then they add a sharpen filter so it looks even worse