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What is better? FXAA or MSAA? - [H]ard|Forum MSAA can't touch shader-based aliasing or transparency aliasing, whereas MLAA (which FXAA is a subcategory of) can nearly eliminate it I enable 2x MSAA and I can't tell the difference from it disabled I enable 4x MSAA and geometry edges are smooth, but transparent edges are jagged as a serrated blade and my frame rate is suddenly down by 20%
MSAA vs FXAA vs CSAA vs whatever else - [H]ard|Forum dioxholster, your numbers seem screwy you only have 33% better performance running FXAA over 8x MSAA which seems way off I ran it myself and got 65 fps with 8x MSAA and got 115 fps with FXAA that is a 77% better which sounds more accurate because that level of MSAA should be way more demanding than FXAA
SSAA vs MSAA - [H]ard|Forum SSAA theorhetically AA's the whole screen and would give a much more consistent AA MSAA simply is limited to edges So best IQ based on that would be SSAA at a high value for textures to be smoothed as well but edge detect and coverage run differently than MSAA and can run at much higher sample values over normal 8x
1080 4x MSAA VS 1440 2x MSAA performance? - [H]ard|Forum I am wondering if there are any benchmarks out there that show the frame rate difference between 1080 with 4x MSAA VS 1440 with 2x MSAA? Most benchmarks compare the different resolutions with the same levels of AA I realize that 1440 won't require as much MSAA; 2x will probably look good enough whereas 4x is required to remove most jaggies at
Enabling MFAA w Nvidia Control Panel - [H]ard|Forum FXAA is post-process, or software-level antialiasing The two can "co-exist" because FXAA is applied after the scene is rendered, MSAA included One would be interested in using FXAA on top of MSAA because it takes care of alpha-texture and shader aliasing while MSAA takes care of the polygons
can someone explain TF2 AA? - [H]ard|Forum MSAA reduces the shader overhead of this operation by decoupling shaded samples from stored color and coverage; this allows applications using antialiasing to operate with fewer shaded samples while maintaining the same quality color z stencil and coverage sampling
Asus Tuf 4090 - Square graphical artifacts in certain games - [H]ard|Forum It doesn't matter if I have raytracing enabled or disabled, or have high or low settings, as soon as I enable DLSS or MSAA in this game I get these weird squares that float over my screen image I would normally think these are artifacts, but everything other raytraced game (Cyberpunk, F1 2023, Diablo 4) all fun fine and artifact free
skyrim settings: Should i use any AA if I check the FXAA option? I prefer 8X MSAA + FXAA in Skyrim Best of all worlds, FXAA really improves the AA on trees and vegetation, without a massive perf hit, and 8X MSAA helps improve polygon edges more If you have the power, 8X MSAA + FXAA is your best IQ Performance balance
Whats the point of SGSSAA - [H]ard|Forum Even shaders applied around polygon edges miss out on the MSAA in some cases; I believe the problem is that the rendering pass which does the shader calculations may (depending on the renderer) be independent of the one which does the multisampling, so the shader pass only calculates one colour value for the pixel (therefore, no AA)
16x CSAA vs 16xq CSAA vs 32x CSAA - [H]ard|Forum It's the same exact thing 8xQ CSAA is the same as 8xMSAA Technically MSAA always has coverage samples, CSAA is EXTRA coverage samples With regular MSAA you have 1 coverage sample per stored color sample With CSAA you normally have multiple coverage samples per stored color sample to further improve efficiency 2xMSAA is 2xMSAA 4xMSAA is 4xMSAA