Should you combine the downsampling with fxaa in games that support this?
How about forcing anisotropic filtering and vsync in nvidia inspector, is this too much with the insane resolutions?
I'm actually a fan of mixing downsampling and fxaa in titles that support fxaa ( I don't use injectors usually ) because I find them complementing eachother quite well actually.
I don't know of any downsides of forcing AF in inspector shouldn't result in a tangible performance difference. As with v-sync, I stay away from v-sync in games and inspector and just go for triplebuffering via d3doverrider.
How much under 60 Hz? As mentioned in the OP, refresh rates of sub 59/60 won't show up ingame unless you use that very same resolution as your desktop resolution in order to hopefully bypass this - at least that's how it has been for me.
3200x1800 59hz, tried to set it for the desktop but it only shows up in Metro 2033 (I've tried mirror's edge, skyrim and portal 2 for now)
What about downsampling in Nvidia passive3D with a 3D HDTV?
Passive 3D only works in 720p (my tv is 1080p)...I'd love to downsample from 1080p to 720p. Is there a way to do that?
Thanks guys. Any advice on a 1360x768 downsample? I am trying it for LOL, and 2560x1440p looks great but the text is too small even with the ui scaled to the max. 1920x1080 seems to look stretched vertically for some reason.
I'm stuck on a 20" vizio hdtv for a while till I finish moving with a native res of 1360x768.
Try 2040x1152.
Thanks guys. Any advice on a 1360x768 downsample? 1920x1080 seems to look stretched vertically for some reason.
I'm stuck on a 20" vizio hdtv for a while till I finish moving with a native res of 1360x768.
Is there any benefit to downsampling over just using SGSSAA for games that support it like DOTA?
That might be due to you being on a laptop. I'm not sure the mobile gpus are compatible with downsampling to begin with.
As I thought then. It's just that I was wondering why people were downsampling Dota and complaining about the tiny UI when SGSSAA would fix that.Not really. Down sampling allows you to have a wider variety of resolution choices and hence performance choices.
Going from 0 to 2xSGSSAA is big jump. 2 to 4X is also a big jump.
1440p downsampled to 1080p is less. Essentially... downsampling can be more incremental.
Other than that... if looking for quality always go for SGSSAA
Dota 2 3200 x 1800:
So let me get this right there's no real point of getting a 1440p or 1600p monitor when you can down sample?
Still running at 60fps?Dota 2 3200 x 1800:
Still running at 60fps?
Any reason I'd have any trouble doing this with 120Hz? Only reason I ask is there seems to be nothing mentioned in the OP about 120Hz. (Trying to play in 3D mode which needs 120Hz)
Imagine you have a screen made up of only 4 pixels, 2x2. Now suppose someone hands you a 1080p image, absolutely loaded with lots of intricate detail. Using this 1080p image, is it possible to construct a 2x2 bitmap that you can display on your screen which preserves all the detail in that 1080p image?I have a question, of may be a dumb one: downsampling to 720p, I'd do it so o can play on my big 720p screen. Is there still a benefit when your target red is that low? Or, for a better phrasing, do you maintain all the detail of the higher res at a lower one?
If your issue is pure edge jaggies, supersampling is quite inefficient for dealing with them. As in, 2x supersample isn't going to give you better results than 2xMSAA. In fact, if the MSAA is using clever SGSSAA-like sample patterns while the supersampling is using an ordered grid, the MSAA will tend to do better.Downsampling from 3200x1800 and I'm still seeing too many jaggies for my tastes. Am I doing something wrong or is Downsampling just better for screenshots? I feel like i'm getting better results with 2x SGSSAA or MSAA + TRAA for squashing jaggies with better performance.
I have a question, of may be a dumb one: downsampling to 720p, I'd do it so o can play on my big 720p screen. Is there still a benefit when your target red is that low? Or, for a better phrasing, do you maintain all the detail of the higher res at a lower one?
Just got a question regarding super sampling in Nvidia inspector. Is it possible to enable super sampling on any game through Nvidia inspector, even games that don't support AA?( defered rendering)
Downsampling from 3200x1800 and I'm still seeing too many jaggies for my tastes. Am I doing something wrong or is Downsampling just better for screenshots? I feel like i'm getting better results with 2x SGSSAA or MSAA + TRAA for squashing jaggies with better performance.
I realize that MSAA only effects polygon edges, which is why you would combine it with transparency supersampling. Even at just 2x, I found that SGSSAA set up properly with the right bits and everything produced a cleaner image than supersampling, especially in Unreal Engine games with a lot of flickering, ie Mass Effect 2, Arkham City. 4x SGSSAA looks stellar and is ultimately the goal, but can't hold a steady 60fps on my meager 560 TI.If your issue is pure edge jaggies, supersampling is quite inefficient for dealing with them. As in, 2x supersample isn't going to give you better results than 2xMSAA. In fact, if the MSAA is using clever SGSSAA-like sample patterns while the supersampling is using an ordered grid, the MSAA will tend to do better.
The deal with supersampling is that it takes care of all forms of spatial aliasing. So, for instance, consider the level The Covenant in Halo 3. The Forerunner surfaces are covered in thin detail lines that aren't on true polygon edges but which light up very brightly to light. So when you walk around and look at them, they shimmer and flicker. FXAA probably wouldn't do anything about it because it's hopeless with thin lines in general (look at Ragnarok's towers in Halo 4 for an example of this), and MSAA wouldn't help because it only cares about true polygon edges. But supersampling would help to clean them up.
Isn't the softer image from SGSSAA only if you aren't using the right compatibility bits? Hell, Arkham City looks pretty sharp at 2x SGSSAA, perhaps not as sharp as downsampling though, hard to tell. SMAA Injector and SweetFX breaks D3DOverrider and I generally don't like the look of FXAA.Depends on the game, it doesn't remove all jaggies and I believe the softer image you get from SGSSAA hides the jaggies better at the cost of the sharper image you get from downsampling. With that said you can combine downsampling with lowcost AA like FXAA or SMAA for a best of both worlds results. Give that a try.
SGSSAA is a form of supersampling. If you can set it properly for a game, I'd actually recommend it over the downsampling this thread is suggesting. It's basically the same thing, but it uses weird sampling patterns to get superior results at the same cost.Even at just 2x, I found that SGSSAA set up properly with the right bits and everything produced a cleaner image than supersampling, especially in Unreal Engine games with a lot of flickering, ie Mass Effect 2, Arkham City. 4x SGSSAA looks stellar and is ultimately the goal, but can't hold a steady 60fps on my meager 560 TI.
They aren't really that "weird", I tried to explain why they are chosen the way they are chosen (sparse) earlier on in the thread. And yeah, with the same sample count SGSSAA will generally look better than OGSSAA.SGSSAA is a form of supersampling. If you can set it properly for a game, I'd actually recommend it over the downsampling this thread is suggesting. It's basically the same thing, but it uses weird sampling patterns to get superior results at the same cost.
Isn't the softer image from SGSSAA only if you aren't using the right compatibility bits? Hell, Arkham City looks pretty sharp at 2x SGSSAA, perhaps not as sharp as downsampling though, hard to tell. SMAA Injector and SweetFX breaks D3DOverrider and I generally don't like the look of FXAA.
I don't know to be honest, I know very little about 3D, but at those resolutions you shouldn't have bandwidth issues so you can try it out
Imagine you have a screen made up of only 4 pixels, 2x2. Now suppose someone hands you a 1080p image, absolutely loaded with lots of intricate detail. Using this 1080p image, is it possible to construct a 2x2 bitmap that you can display on your screen which preserves all the detail in that 1080p image?
Nah, screens are always limited by their resolutions.
"Aliasing" is, in general, just a word that means "artifacts due to insufficient sample rates". And that's what AA is about; not putting more detail into your image (although that's a moderate side effect of good antialiasing, if you compare a well-antialiased result with a badly aliased one), but eliminating artifacts. See, in just about any field, sampling at the rate of the result you're interested in isn't sufficient for a really good result. This is why an oscilloscope designed to view a 100MHz signal might actually sample the signal at 300MHz, or why when you want an audio signal to get everything under 20kHz sounding good you actually sample at 44kHz. Those two examples involve frequency in time, but frequency in space across an image is analagous; if you want a reasonably accurate output for a 720p screen, it's not a terrible idea to sample at 1440p.
You're not going to stuff infinite details into 720p, but you can certainly make it look a lot better than handing the screen a raw 720p render.
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Here's another way of looking at the issue of "spatial" frequency and the limitations of a screen.
Imagine that you have a 1920x1080 screen, and a 3840x2160 screen. Observe that the latter has double the resolution along each axis.
Suppose the image being displayed on the 3840x2160 screen is a bunch of alternating black and white lines, each line being 1 pixel thick. This consitutes "high frequency" detail; the high-resolution screen literally could not precisely display more brightness-alternations than what I've just described.
How would this pattern look if we supersampled it onto the 1920x1080 display? Well, basically, with heavy supersampling the 1920x1080 screen would wind up just displaying grey (each pixel would contain an equal area of black and white). Is this an "accurate" representation of the alternating black and white lines? Arguably, yes; it's exactly what your eyes would perceive if you stood a substantial distance from the 3840x2160 screen when it's displaying the alternating black and white lines. On the other hand, is it a "precise" representation? No; the 1080p screen simply cannot "resolve" the high-frequency detail precisely.
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tl;dr your 720p screen isn't going to be able to churn out IMAX quality video even if you're cranking out 256xSGSSAA, but you can accurately and much more beautifully represent the detail that's able to be resolved much better than with a raw 720p image.
If your issue is pure edge jaggies, supersampling is quite inefficient for dealing with them. As in, 2x supersample isn't going to give you better results than 2xMSAA. In fact, if the MSAA is using clever SGSSAA-like sample patterns while the supersampling is using an ordered grid, the MSAA will tend to do better.
The deal with supersampling is that it takes care of all forms of spatial aliasing. So, for instance, consider the level The Covenant in Halo 3. The Forerunner surfaces are covered in thin detail lines that aren't on true polygon edges but which light up very brightly to light. So when you walk around and look at them, they shimmer and flicker. FXAA probably wouldn't do anything about it because it's hopeless with thin lines in general (look at Ragnarok's towers in Halo 4 for an example of this), and MSAA wouldn't help because it only cares about true polygon edges. But supersampling would help to clean them up.
The image will obviously not look as good as when you downsample to 1080p as compared to 720p but you will still notice the benefits of the AA.
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Got a question- any idea on why FRAPS keeps crashing the game when I take screens when Downsampling?
I can't seem to take a screenshot without the game crashing- this doesn't happen at regular resolutions. Any way to fix this?
Tell me, why would you use triple buffering without vsync?As with v-sync, I stay away from v-sync in games and inspector and just go for triplebuffering via d3doverrider.
Tell me, why would you use triple buffering without vsync?
Got a question- any idea on why FRAPS keeps crashing the game when I take screens when Downsampling?
I can't seem to take a screenshot without the game crashing- this doesn't happen at regular resolutions. Any way to fix this?
This happens to me sometimes too. I used to be able to take screens of Crysis 2 at 3200x1800 but now it crashes every time. Maybe try launching both fraps and the game as administrator?