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Thread: Enable FXAA in Dx9, Dx10 and Dx11 Games Now by some dude! # Version 9

  1. #76
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    Yeah FXAA/MLAA have a couple issues (lightbulb, blurring sometimes), but overall its a positive image quality change that i've seen. If you dont like it, dont use it.

    Bojamijams - I think eyeglasses are in order. The differences in edge aliasing are extremely evident.

    All along the watchtower the watchmen watch the eternal return.

  2. #77
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    Quote Originally Posted by STEvil View Post
    Yeah FXAA/MLAA have a couple issues (lightbulb, blurring sometimes), but overall its a positive image quality change that i've seen. If you dont like it, dont use it.

    Bojamijams - I think eyeglasses are in order. The differences in edge aliasing are extremely evident.
    The like or dislike of this implementation of FXAA wasn't why I posted. I'm looking to see how well this works and what possible side effects there are using it.
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  3. #78
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    wasnt singling you out, just trying to tone down the negative posters in the thread overall. Your comments have been constructive so meh :p

    All along the watchtower the watchmen watch the eternal return.

  4. #79
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    It might not be perfect, but it's still engine independent and that's very important in the age of consolised games where developers don't even bother adding FSAA. And you can't force it through graphics controls because it just doesn't work.
    But MLAA and FXAA do work everywhere. Effect may vary but in general the edge smoothing is very good.
    If i have to decide between slightly buggy anti-aliasing method and no anti-aliasing at all, i'd pick slightly buggy one any time.
    I just can't imagine playing NFS Hot Pursuit 2010 without MLAA. Or Dead Space using god awful edge blurring method. I just swtch that ugly nonsense off and use MLAA. It doesn't smooth as agressively but at least it doesn't make things blurry.

    I hope this guy will improve FXAA even further, making it even faster and better at detecting jaggies while fixing the minor glitches that you guys found so far.
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  5. #80
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    just tried beta 9 with gta4, oblivion (hdr enabled) and ut3. works great for all of them! after all these years, we finally have AA in these games
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  6. #81
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    S.T.A.L.K.E.R. - Shadow Of Chernobyl [Complete 2009 1.4.4]

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    Yay! (Sorry for Photobucket quality and rushed upload)

    EDIT: Added better ss's, textures do get a bit blurry...
    Last edited by Meizuman; 08-07-2011 at 12:32 AM.

  7. #82
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    Dont think I like the FXAA image for stalker. Does help the railroad tracks and the sky maybe, but the trees get a bit too bright and the blur is just a bit much.

    All along the watchtower the watchmen watch the eternal return.

  8. #83
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    GTA IV with random ENB Series

    No AA



    FXAA






    No AA = 50fps



    FXAA = 47fps



    Last edited by Unrealer; 08-06-2011 at 06:37 PM.






  9. #84
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    Quote Originally Posted by STEvil View Post
    Dont think I like the FXAA image for stalker. Does help the railroad tracks and the sky maybe, but the trees get a bit too bright and the blur is just a bit much.
    I should have mentioned that the pictures have different "brightness" because there is mist/dust flowing through at the fxaa enabled picture. So there is no change in brightness or colors. I should take new screenshots. Sorry.

  10. #85
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    How can I get this working for team fortress 2 or something? Can someone make a guide list for it.
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  11. #86
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    Retried UT3, works now. I measured a ~10% increase in GPU usage, no impact on CPU or vram usage.
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  12. #87

  13. #88
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    Downsampling + FXAA is win

    Mirror's Edge
    GTX460 + injectFXAA 9

    1920x1080 NoAA @60FPS
    1920x1080 4xMSAA @60FPS
    1920x1080 4xMSAA + FXAA @60FPS
    1920x1080 2xMSAA + 2xSGSSAA @60FPS
    1920x1080 4xMSAA + 4xSGSSAA @39FPS

    2560x1440@1920x1080 2xMSAA + 2xSGSSAA @43FPS
    2560x1440@1920x1080 4xMSAA + FXAA @60FPS

    to me 1080p + 4xsgsaa is best looking though non-playable <60fps.. but with downsampling fxaa is doing miracle almost on par with sgssaa quality wise and solid 60FPS

  14. #89
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    Nice MFA !

  15. #90
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    After applying this to Stalker, D3DOverrider can't force triple buffering and that means nauseous tearing when lightning hits or NV is on.

  16. #91
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    It is fantastic tool! I am using BETA 10 which can be downloaded here (I believe this may also be the last ever revision).

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  17. #92
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  18. #93
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    FXAA Temporal is on the road..

    TEMPORAL ALGORITHM

    The new algorithm makes use of 2x temporal super-sampling for much higher base quality with none of the disadvantages of the prior only spatial FXAA 3.11. Render even frames with a quarter-pixel shift to the upper left and odd frames with a quarter-pixel shift to the lower right

    RUN-TIME VARIABLE RESOLUTION RENDERING

    Rendered input frame can be either larger or smaller than native resolution. FXAA automatically does the re-sampling for free. Supports any fractional resolution (does not have to be a multiple of native size). Supporting up to ultra-high-quality 4x OGSSAA all the way down to 1/4x native area. Game can dynamically adapt rendering resolution to maintain desired frame rate.


    MIX MSAA + OGSSAA + FXAA 2xTSSAA

    This version of FXAA is designed to work really well with already filtered input. The new algorithm is based on a pure filtering approach, without any "searching" which would constrain the algorithm to a pixel grid or would cause problems when MSAA "hides edges". Use MSAA or CSAA during normal rendering and just pipe that into the new FXAA. FXAA enables free mixing of variable resolution hardware AA like MSAA, OGSSAA (ordered grid super-sampling), and TSSAA (temporal super-sampling). Game can scale to any quality level.


    REALLY DAMN FAST

    The current high quality setting uses only 9 texture fetches per pixel. This is the same number of texture fetches taken by FXAA 3.11 Console on PS3. Have not ported the new FXAA to PS3 or 360 yet, but there will be a direct console port!

    Assuming texture bound on PC, a mid-range 560 Ti is likely able to process a 1080p frame in around 0.36 ms. Still modifying the algorithm, so don't have final numbers yet.
    http://timothylottes.blogspot.com/20...date-soon.html

  19. #94
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    sweet

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  20. #95
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    Anybody notice how the ME and ME2 screenshots are both from ME?

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  21. #96
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    Quote Originally Posted by Ket View Post
    Anybody notice how the ME and ME2 screenshots are both from ME?
    nah, first one is ME2 but is written ME.. just a little typo..

  22. #97
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    If you want the "best" aa then set it like so

    shader.fx

    0.65, //fxaaQualitySubpix (default: 0.75)
    0.133, //fxaaQualityEdgeThreshold
    0.0312, //fxaaQualityEdgeThresholdMin

    float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur
    float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing
    float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing


    // FXAA_QUALITY__EDGE_THRESHOLD_MIN
    // Trims the algorithm from processing darks.
    // 0.0833 - upper limit (default, the start of visible unfiltered edges)
    // 0.0625 - high quality (faster)
    // 0.0312 - visible limit (slower)



    sharpen.h

    // pour le sharpen
    #define SharpenEdge 0.15
    #define Sharpen_val0 1.5 (max 1.6 or its too sharp)
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  23. #98
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  24. #99
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    I tried this on GTA4, but it crashes the game.
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  25. #100
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    im trying to play nfs the run but GODDAMNIT its so jaggy, so guys whats your suggestion? FXAA, SMAA, MLAA or whatever is that works well with nvidia based gpu. cookies in return.

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