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User talk:Blackbird/AA Test

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Mirh (talkcontribs)
BONKERS (talkcontribs)

This is the reason with some games that use MSAA based FSAA like Monolith's older games, you can actually enhance the FSAA with SGSSAA and improve the quality even further.

For example> FEAR2 In game 4xFSAA http://i1.minus.com/ibc5NrVwngzacD.png In game 4xFSAA + 8xSGSSAA http://i5.minus.com/ihDY8hkydCpft.png

All you have to do is enable 4xFSAA in game, and then leave the Anti Aliasing setting at "Application controlled", then set 4xMSAA/4xSGSSAA or 8x, either will work fine.

Here's a super high resolution comparison In game 4xFSAA only http://i7.minus.com/iuBTuidjz6i0y.jpg In game 4xFSAA+4xSGSSAA enabled for driver profile http://i5.minus.com/ig44nObgzQCDJ.png

Mirh (talkcontribs)

Imo, SGSSAA is blurring the image there. This is especially noticeable on text.
And if this is the case, well.. I may just use damn post processing AA, that certainly always had this same drawback.. but at least for 100 times less performance hit

Besides, I was just posting random info that hopefully somebody with right knowledge and free time will be able to include in a revamped explanation of various methods

BONKERS (talkcontribs)

It's not blurring at all. What you perceive as "Blurring" is actually averaging of High frequency information that is ACTUALLY aliasing.

All that high frequency pixel sharp information is interpreted as many as detail, but 9/10 times it's actually aliasing. Which is a fact and not subjective in the slightest. It's also one reason why many people are against using DVNR on movies filmed on film to remove grain. Because it gives a sense of texture and detail from the high frequency noise. But in that case it's not digital aliasing.

HOWEVER, there are incidental details being averaged out occasionally and conflicts (like the film grain, shown in the screenshots, AA is being applied to that as well. Which results in an unwanted effect of that being averaged out so it doesn't look as good in a still shot. In motion it's not an issue.) and also UI/Text elements This always happens with SGSSAA because it's applying AA to everything. Unless specified otherwise to ignore certain things, like the primary flip chain. Which will often times skip applying AA to the UI, for example here with FFXIV http://screenshotcomparison.com/comparison.php?id=97317. But it may also bring several other negative side effects. So it is a per game issue.

Some of this can be corrected via a simple negative LoD adjustment which will result in less averaging of high frequency information, but can also result in more aliasing. Some of it can be corrected via using downsampling in conjunction to increase sharpness. Some of it can be by disabling certain effects like the film grain or using a different driver function.


But also,believe me, simply slapping FXAA on top of the existing AA is not even going to come CLOSE , REMOTELY to the actual quality of this. In stills and in motion. SGSSAA is actually resolving detail and issues that otherwise cannot be performantly. Such as harsh specular aliasing which the second screenshot highlights. FXAA wouldn't do anything for that, which FEAR2 in particular has a LOT of due to it's shading model.


Ironically enough, FEAR2 scales many effects like Bloom/DoF with resolution. So with Downsampling, the same scene is actually blurrier http://i5.minus.com/ib2i4iJfzZPiIl.png (This is with 2x2 downsampling).

Mirh (talkcontribs)

Actually, I don't even consider FXAA. It's the worst of the post processing methods. At least that time I tried it (long ago in fairness). SMAA is what I was talking about (don't know if MLAA ever progressed).

Anyway I don't recall (enforced) MSAA affecting ui/text at all.

I guess I should test L4D again with amd's SSAA anyway.. I remember it looked weird with all that "smoothing" everywhere.. but I didn't notice particular differences in textures.. It's even true I didn't compare screenshot back then

RaTcHeT302 (talkcontribs)

I doubt a single GitHub ticket is a great source of infos, it would certainly be far more better if a graphics programmer looked into the source code itself instead.

BONKERS (talkcontribs)

Pretty sure, the person who posted that. His name had valve in it, so it's entirely possible he works for valve.

Either way it's GoldSRC engine specific anyway. Not all FSAA implementations are the same.

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