I'm at a loss I'm afraid here. I can't get TAA to apply properly in half of my games, especially in XP, it's like games are just ignoring the drivers or something?brain_stew said:Get some transparency AA on them, spoils the otherwise perfect IQ.
quoting my own post from last page in hopes of an answer.Broseybrose said:brainstew - simple question: will forcing supersampled transparencies in NVCP work properly if i leave the NVCP AA setting to app-controlled?
because that is how i play my source games (8xAA in-game), and sometimes i wonder if the supersampling is taking effect. Like maybe i need to use 8xQ in order for the supersampling to work? can you clear this up?
Nikorasu said:Just sum Bioshock:
http://i42.tinypic.com/28w6cg.jpg[IMG]
[IMG]http://i41.tinypic.com/23k4x7t.jpg[IMG]
[IMG]http://i39.tinypic.com/4hrtpj.jpg[IMG]
[IMG]http://i44.tinypic.com/2vjaaef.jpg[IMG]
[IMG]http://i44.tinypic.com/2qnv9kx.jpg[IMG]
[IMG]http://i43.tinypic.com/2rrb4ol.jpg[IMG]
[IMG]http://i44.tinypic.com/2jcajjr.jpg[IMG]
I hate the lack of AA in this game. Can't even force it through CCC. :([/QUOTE]
But you [I]can [/I]force it through the nVidia control panel. Finished my last play-through on 4xAA. 50-60 fps on my moderate rig.
Looks glorious.
It should work if you use the application setting and enable transparency AA. (Note though that in most Source games with 8xMSAA you will get almost the same image quality with multisampled transparency AA, at much lower performance cost)Broseybrose said:quoting my own post from last page in hopes of an answer.
Nikorasu said:Just sum Bioshock:
I hate the lack of AA in this game. Can't even force it through CCC.
Broseybrose said:quoting my own post from last page in hopes of an answer.
Broseybrose said:awesomesauce. thanks a lot, brain-stew!
someone asked for Burnout Paradise?
ive had these for a while, ill add more pics soon.
I just watched the Making Of DVD where they mentioned they basically rewrote 80-90% percent of the engine.Stop It said:Anyway, some pictures of the start of The Witcher (Complete with Enhanced Edition patches). I have to ask why Bioware crafted such a great engine, only to ignore it and use UE3 for Mass Effect.
Stop It said:Nice Prince Of Persia screenies Tokubetsu, really like the art style used, especially when played on a high end PC.
Anyway, some pictures of the start of The Witcher (Complete with Enhanced Edition patches). I have to ask why Bioware crafted such a great engine, only to ignore it and use UE3 for Mass Effect. Ah well, anyway, more to come as I progress through this game:
Your not talking to me are you cause...Gully State said:Let's not clutter this thread with bullshots and screen grabs from stuff you found on the web. Just post your in game screenshots only please.
Cat in the Hat said:Your not talking to me are you cause...
Gully State said:Let's not clutter this thread with bullshots and screen grabs from stuff you found on the web. Just post your in game screenshots only please.
Sinatar said:I dunno who he's talking too since this thread is full of exactly what he wants.
D4Danger said:Not sure where to post this but I thought it'd go here nicely.
http://www.game-artist.net/forums/scene-movie-competition/9540-scene-movie-results.html
http://www.game-artist.net/forums/scene-movie-competition/9040-sfam-replicants.html
Blade Runner on CryEngine2
Holy fucking shit.D4Danger said:Blade Runner on CryEngine2
CryEngine 3 now.Danne-Danger said:Holy fucking shit.
I hereby command every developer to use CryEngine 2 for all of their games, no excuses.
And somebody better fucking make Wizardry 9 with it before I do it myself!
Stop It said:Anyway, some pictures of the start of The Witcher (Complete with Enhanced Edition patches). I have to ask why Bioware crafted such a great engine, only to ignore it and use UE3 for Mass Effect.
Sinatar said:Those shots are from an art project where people recreated famous movie scenes in game engines. I don't see a problem with posting them.
FirewalkR said:Is Zeno Clash as awesome as it looks?
So just how much SSAA did you use?brain_stew said:After seeing all the fuss over the 540p PS3 version of Ghostbusters I felt the urge to update this thread with shots from the version I'm playing which is actually rendering at 16x the resolution the PS3 version and 8x the resolution of the 360 version is and then downscaling to 1080p (for the fap worthy IQ). Oh and this is all with 16xAF and better than console level graphics quality, with zero tearing and a better framerate.
zbarron said:So just how much SSAA did you use?
That's sweet. I loved forcing 2x2 through Nhancer but since I got my new videocard (GTX 260 216) it doesn't work.brain_stew said:2x2, which is actually just classed as 2x supersampling I believe but it doubles both the x and y resolution, effectively quadrupling the rendering resolution. Since I was playing at a native 1080p anyway, I was already at 4x the rendering resolution of the PS3 version, henchy where my figures come from. There's quite a lot of texture/shader aliasing in the game due to the insane resolution texture/normal/parallax/specular maps often used, so you see a huge IQ benefit from SSAA in this game.
Super sampling is the only AA method you can use in the PC version and its actually built into the game engine but hidden away in a config file because of the obvious large performance penalty I would assume. However since the game is so severely CPU limited on my rig (its physics simulation is pretty insane with thousands of objects with full physics simulation often onscreen at once, hence the CPU demands) so I didn't actually see any noticable framerate hit at all by enabling it. The engine will actually make full and proper use of as many as 8 cores/threads, so you're going to quite quickly get rid of that CPU bottleneck once a quad core is added to the mix.
zbarron said:That's sweet. I loved forcing 2x2 through Nhancer but since I got my new videocard (GTX 260 216) it doesn't work.
ah... okay neat. where is this config file?brain_stew said:2x2, which is actually just classed as 2x supersampling I believe but it doubles both the x and y resolution, effectively quadrupling the rendering resolution. Since I was playing at a native 1080p anyway, I was already at 4x the rendering resolution of the PS3 version, henchy where my figures come from. There's quite a lot of texture/shader aliasing in the game due to the insane resolution texture/normal/parallax/specular maps often used, so you see a huge IQ benefit from SSAA in this game.
Super sampling is the only AA method you can use in the PC version and its actually built into the game engine but hidden away in a config file because of the obvious large performance penalty I would assume. However since the game is so severely CPU limited on my rig (its physics simulation is pretty insane with thousands of objects with full physics simulation often onscreen at once, hence the CPU demands) so I didn't actually see any noticable framerate hit at all by enabling it. The engine will actually make full and proper use of as many as 8 cores/threads, so you're going to quite quickly get rid of that CPU bottleneck once a quad core is added to the mix.
brain_stew said:As ever these shots are taken using the ingame settings I use with my $70 processor (which is overclocked but since that's free, easy and available to any PC gamer its a non issue, just another benefit of an open platform) and $145 GPU.
Gully State said:I'm tempted to see what kind of computer you can build on a console's budget ($250-$399). B/t the $70 core 2 duo processor and the $60 4850 I saw the other day on slickdeals, that takes care of the more expensive components of a gaming PC.