I believe Fraps max resolution now is 2880x1600. Anything above that and it crashes the game.
I've heard this from others as well but on my end fraps works without problem up to 3840x2160 resolution.
I believe Fraps max resolution now is 2880x1600. Anything above that and it crashes the game.
Probably dumb question but can I just have this higher resolution for games? When I do the things in the OP my resolution changes too for just computing stuff. I just want this for my gaming...
Is it worth downsampling from 1080p to 1650x1050?
I've heard this from others as well but on my end fraps works without problem up to 3840x2160 resolution.
< 10fps. 560ti was not meant for this, especially with all the effects. This is with SMAA too so maybe that's part of it.
In Nvidia Inspector, you have...
This stuff is great. It's giving some older games an HD remaster effectively. Mirror's Edge looks so nice when cleaned up like this.
Is there any way to change the huge FOV you get in Portal 2 @ 3800x1800?
Can you check what version of Fraps you're running because I'm pretty sure a certain update added the limit.
I'm on version 3.5.9.
If you're on an earlier version I'm definitely downloading it because screenshot size limit is a huge bummer.
I'm using an older version, 3.4.4 I believe.
Is there any way to have the downsampling enabled automatically for 1 game only, and then revert back to native monitor resolution when I close the program?
Or is changing the resolution manually back to 1920x1080 when I'm done playing the only way?
Keep your desktop monitor at your native resolution. Change the in-game resolution only.Is there any way to have the downsampling enabled automatically for 1 game only, and then revert back to native monitor resolution when I close the program?
Or is changing the resolution manually back to 1920x1080 when I'm done playing the only way?
You just change the resolution of the game. Only a few games require you to change desktop resolution.
I've started trying downsampling in a few games like Need for Speed Hot Pursuit and Dishonored and it looks great, but it looks darker than normal. It seems like the gamma level is too low or something. What could be causing this?
So let's say a game doesn't have resolutions above 1080p to choose from will this work by doing it in the desktop as well? I was thinking that the game would change it back once you got in.
Well I'm trying SGSSAA in Inspector and get not satisfying results (FIFA13)Nice thread! This downsampling method is just another way to achieve OGSSAA. Indeed, this downsampling method can be very useful for games (especially old games) where the games do not support any form of AA.
However, with pretty much majority of modern games, you can achieve better results by forcing SSAA in Nvidia inspector. (I said better because you get no scaling artefacts from extra scaling process in the chain from using custom resolution downsampling).
In Nvidia Inspector, you have...
OGSSAA (ordered grid supersampling):
1x2 SSAA (2xSSAA)
2x1 SSAA (2xSSAA)
2x2 SSAA (4xSSAA)
3x3 SSAA (9xSSAA)
4x4 SSAA (16xSSAA)
HSAA (hybridsampling, MSAA + SSAA + auto lod bias):
4xS (2xMSAA + 2xSSAA)
8xS (4xMSAA + 2xSSAA)
8xSQ (2xMSAA + 4xSSAA)
12xS (4xOGMSAA + 4xSSAA)
16xS (4xMSAA + 4xSSAA)
32xS (8xMSAA + 4xSSAA)
The results can vary depending on particular game and AA compatibility bit. It sounds like you're on the right track with matching MSAA samples with SGSSAA samples with negative LOD bias adjustment.Well I'm trying SGSSAA in Inspector and get not satisfying results (FIFA13)
I'd like to know how to make it make it work because I don't really understand. You need to put SGSSAA and MSAA to the same level and adjust negative lod bias? Because when I put 4SGSSAA and 4MSAA with a -1 lodbias there's a grain filter effect and colors look washed out. It's better when using -0.5 but still not perfect. Can someone clarify all that mess please?
The problem is mainly that Fifa doesn't accept "override AA settings" and you need some flag saying override = enhanced or application controller".The results can vary depending on particular game and AA compatibility bit. It sounds like you're on the right track with matching MSAA samples with SGSSAA samples with negative LOD bias adjustment.
However, I cannot really comments on FIFA13 as I've never tried that game. Have you searched for alternative AA bit ?
Does this work for laptop screens?
If that's the case could it please be added to the OP? I have had a frustrating and disappointing 15 minutes.
This thread has me all curious-like. Does this deliver an effect with WoW?
It will help in literally every single game if they let you do it.
Pretty sure it doesn't work on Mass Effect 3.It will help in literally every single game if they let you do it.
You can also use SGSSAA in hybrid modes, this turns the 32xS mode to proper 32xSGSSAA. (with interesting 4OG*8SG sample pattern.)HSAA (hybridsampling, MSAA + SSAA + auto lod bias):
4xS (2xMSAA + 2xSSAA)
8xS (4xMSAA + 2xSSAA)
8xSQ (2xMSAA + 4xSSAA)
12xS (4xOGMSAA + 4xSSAA)
16xS (4xMSAA + 4xSSAA)
32xS (8xMSAA + 4xSSAA)
read op, will do it. just 1 question tho will this downsample all games or can i pick and choose what games i want?
Just tried this out with my 670 and the latest Nvidia drivers, and my only issue is is that I can't select GPU instead of display in the "Perform Scaling" tab; other than that, it seems to work, the resolution setting I maxed out at was 3200x1800, and it seems fine so far, the custom resolutions show up in my games and work. Does the fact that I can't select GPU matter at all?
Really late/early here, but I always do 4xSGSSAA but doing 4xmsaa+4xSGSS+(-2.000 LOD Bias) With transparency multisampling enabled. Is that wrong? It looks right in-game....
General
SGSSAA can be better or worse than OGSSAA depending on the game. In some games it can be blurry while OGSSAA isn't, and vice versa. It works on pretty much any graphics engine regardless of API (d3d9/10/11/openGL etc.). It works by rendering multiple times to several offscreen intermediate buffers, each time it applies an offset to the sample coordinates in a different direction. Then it resolves (blends) the buffers post-processing. At the present time nobody except nvidia knows for sure if this implementation is hardware or driver (shader) based.
Blurring
SGSSAA does produce blur in some games just like OGSSAA does in the XxX and xS modes. And once again it has nothing to do with LOD. The xS modes have an auto lod adjustment but that doesn't help you when a game is producing a blurry image due to a conflicting post-processing shader.
The story behind SGSSAA:
Nvidia implemented TRSSAA as an alpha test that supersampled pixels that passed. A bug was present in one of the drivers they released for the new fermi cards that caused the alpha test to always pass and therefore apply SGSSAA to all pixels. They fixed the bug in the next release but many users said that they liked the look of fullscene SGSSAA and complained about its removal. This caused nvidia to release a tool that allowed the bug to be re-enabled. Despite the fact that this tool was made by nvidia they do not officially support it, it comes with a nice fat "use at your own risk" warning. The new fermi cards + new drivers made nhancer no longer compatible (since it never got updated for the 200 series drivers) and since the developer of nhancer has dropped off the face of the planet we can expect it to never be updated. However in the meantime another developer made a better app that did the same thing, nvidia inspector. He included the SGSSAA hack in it.
Therefore SGSSAA technically comes in two forms, FSSGSSAA (fullscene sparse gride supersampling anti-aliasing, which is SGSSAA applied to the entire scene) or TRSGSSAA (tranparency sparse grid supersampling anti-aliasing, which is SGSSAA applied only to transparent textures).
As far as nvidia inspector and nvcp (nvidia control panel) are concerned they are listed under the following names:
FSSGSSAA is just called SGSSAA
TRSGSSAA is just called TRSSAA or "Transparency Supersampling"
Technically both of them are SGSSAA, but only the fullscene implementation is called SGSSAA.
How to set it up:
Set AA to 4xMSAA. Set Transparency multisampling to off/supersampling. Set Transparency Supersampling to 4xSGSSAA. Set the AA mode to override. Change the AA comp. bit to whatever the correct combination should be for that game. And set negative lod bias to allow. Make sure you hit apply before closing nvidia inspector (in the upper right corner) or it won't work (this is one thing I really liked about nhancer, it auto-saved your profile settings whenever you changed something)!
Please keep in mind that whenever you use SGSSAA you should always match the number of MSAA samples used to the number of SGSSAA samples used. 8xMSAA + 4xSGSSAA will usually have lower quality than 4xMSAA + 4xSGSSAA. This is because SGSSAA gets its sample coordinates from the MSAA samples. So if you have more MSAA samples than SGSSAA samples the SGSSAA samples will not be placed in the ideal locations. Also you cannot have more SGSSAA samples than MSAA samples for the same reason (SGSSAA uses the MSAA sample coordinates). Even though it uses MSAA sample coordinates using additional coverage samples will reduce the effectiveness of SGSSAA by changing the grid pattern so that the MSAA samples are placed closer to the center of the pixel (which is a less ideal location). This is why I advised 4xMSAA + 4xSGSSAA and not 16xCSAA (4xMSAA + 12 extra coverage samples) + 4xSGSSAA.
LOD Bias
Please read this first if you do not understand what the LOD bias option is for: http://naturalviolence.webs.com/lodbias.htm
Set negative lod to allow and set the lod bias as follows:
1x2 OGSSAA (2 samples): -0.5
2x1 OGSSAA (2 samples): -0.5
2xSGSSAA (2 samples): -0.5
2x2 OGSSAA (4 samples): -1.0
4xSGSSAA (4 samples): -1.0
8xSGSSAA (8 samples): -1.5
3x3 OGSSAA (9 samples): -1.58 (or as close as you can get)
4x4 OGSSAA (16 samples): -2.0
The formula for determining the correct lod bias is "y = -0.5 * log, base 2, of " where n is the number of samples and y is the correct lod bias. Of course since some of you may have forgotten how to use logarithms I went ahead and typed out the correct values for each SSAA mode above. This function simply means that every time you double the number of samples you subtract another 0.5 from the lod bias.
Please note that despite common belief reducing the LOD bias will not eliminate any blurring issues that you may be having. Blurring issues with SGSSAA are caused by conflicting post processing shaders used by an application (game) and have nothing to do with the texture mapping process. Proper SSAA is supposed to IMPROVE texture quality, even without a negative LOD bias, the ability to use a negative LOD bias without any texture shimmering issues is just a nice bonus. Normally without any form of SSAA 0.0 becomes the most ideal LOD bias in most cases, a lower value will increase shimmering and a higher value will reduce the sharpness of distant textures. However SSAA helps fight the texture shimmering that a low LOD bias normally causes (you can use a lower LOD bias without experiencing texture shimmering, the values provided above should maintain the same level of shimmering that a LOD bias of 0.0 without SSAA would have). This allows you to potentially further improve the sharpness of textures, particularly distant textures. It is quite possible with SSAA + lower LOD bias to achieve much better texture quality in some games than would normally be possible without SSAA. Please also keep in mind that you should only do this with fullscene SSAA implementations like SGSSAA or OGSSAA. TRSSAA does not reduce texture shimmering and therefore gives you no reason to lower the LOD bias. Also keep in mind that this trick will only work with d3d9, d3d8, and openGL applications.
Both ati's RGSSAA and nvidia's HSAA have auto lod bias adjustment built in so when using them do not tweak the lod bias. However you still need to make sure you allow negative lod. If you're not using any SSAA set negative lod to clamp.
SGSSAA and OGSSAA work differently. Because of this a set of AA comp. bits that works perfectly with SGSSAA may not work perfectly with OGSSAA or HSAA, and vice versa.
Just tried this out with my 670 and the latest Nvidia drivers, and my only issue is is that I can't select GPU instead of display in the "Perform Scaling" tab; other than that, it seems to work, the resolution setting I maxed out at was 3200x1800, and it seems fine so far, the custom resolutions show up in my games and work. Does the fact that I can't select GPU matter at all?
Hmm.
Tried implementing this last night with my GTX 670.
2560x1440 wouldn't work. Just came up with a black screen, so I proceeded to step 5 and went for 3600x2025, which worked fine but doesn't seem to be allowing audio. I tried running DmC at 3600x2025 and it displayed fine, but I lost all my sound in game.
Is this a regular issue? Any fix? Or am I better off trying a different resolution?
renderResolution=2560x1440 <-- Set that to the games target resolution
forceResolution=1
sourceRect=0,0,2560,1440 <-- Make sure the last two numbers match the resolution you want to downsample from
screenMode=1920x1080 <-- Set this to the actual resolution your monitor has