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>there are 4 different anti aliasing options available
>none of them are any good
>"but it's not le optimized for my RTX chat-gpt powered cryptominer card"
>there are 5 different anti aliasing options available
this needs to stop
>>
>>722507908
DLAA looks nice compared to TAA so just use that.
>>
>>722507908
>stop
this is only a beginning. Get used to it.
>>
Choice is a good thing anon right

- FXAA and image scaling is all you need, RE engine looks super sharp if you render at 120-150% resolution and use FXAA for smoothing
- TAA is efficient but hard to implement correctly. Which is why most games that use it are a smeary blury mess
- I've never implemented TSR so idk
- DLSS is proprietary NVIDIA garbage. Any technique that only works on 1 GPU vendor should be discarded.
- XeSS and FSR are similar, both work with compute shaders on multiple vendors.
>>
>>722507908
Best AA is always native 4k on a non-shit game. Second best is DLAA when there's forced TAA.
>>
TSR has the slight edge over DLAA for visual clarity, unfortunately TSR kills every GPU so is actually useless
>>
>Off isn't an available option
Why do they do this?
>>
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>>722508763
holy retard
>>
Im an AMDchad so i use Native AA and it looks fine
>>
>>722508413
so if FXAA is all I need then what the fuck is all the rest for? what are even the use cases for XESS and FSR. those didn't exist back in the day.
>>
FXAA is the oldest & most basic bitch AA
TAA is the vaseline smear over Unreal Engine games
TSR? what is AD&D doing in there.
DLSS is the best but is Nvidia only
XeSS and FSR are shit imitations of DLSS made by Intel and AMD, not card-locked but perform best on their native brand.
>>
>>722509056
dont listen to that retard, FXAA is utter shit its blurred to fuck.
>>
>>722509510
TSR is just DLSS/XeSS/FSR for Unreal games.
The current breakdown from best to worst is:
>DLSS 4
>FSR 4 RX 9000
>DLSS 3
>FSR 4 RX 7000/6000
>DLSS 2
>TSR
>XeSS
>FSR 3
>DLSS 1 (pretty much unused these days)
>Dogshit
>FSR 2
>FSR 1
>>
>>722507908
What was wrong with MSAA? It looks fine and hardly impacts my frames, why don't games have it anymore?
>>
>>722510472
see the third sentence of op
>>
>>722510472
I was gonna make the same question, I don't remember when it went away.
>>
>>722510472
>i don't see stutters in dead space remake
>>
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>>722507908
It's really funny how MSAA has worked just fine since the 90s and all of a sudden it's replaced with exclusively dogshit, a lot of it even AI-based.
What's the angle besides putting an AI on every g*mer's computer?
>>
>>722510691
>What's the angle besides putting an AI on every g*mer's computer?
That's the angle, they want AI everywhere. Harder to get rid of its "mainframe" when it's housed everywhere in the world
>>
>>722510472
MSAA doesn't really work with deferred rendering, hence why it was pretty much entirely phased out by 2016/2017 when gen 8 was in full swing.
>>
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So far, the only use cases I really feel that these advanced AI upscaling techniques make sense are when you're outputting at 4k and want to upscale from a lower resolution to claw back some performance or on low-powered handhelds like the SD/Switch.
On a big screen, upscaling from 540p to 1080p looks like shit, but upscaling from 540p to 1080p or even 360p to 720p is much more manageable on a handheld, and while it's obviously not going to look as good as native rendering, it's generally going to get "close enough" on a handheld display where you're more likely to notice something like shimmering or bad edge treatment than something like some textures or decals looking blurrier than normal. The main benefit though is the performance, in pic related it's the difference between an unstable 30-40 FPS at 100% native res with TAA and a mostly solid 55-60 FPS at 50% native res with TSR.
Unfortunately, it's hard for me to support these upscaling methods now that they've just become a crutch for devs to just not optimize their games at all because the devs are retards like Randy and think frame gen and upscaling can make up for dogshit optimization.
>>
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>>722507908
I've never played a PC game using AA in my whole life.
>>
DLSS just works bro
>>
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>>722510691
>What's the angle
Modern devs are too incompetent. We've somehow regressed to the point where the only AAA games that have a minimum 1080p60 are on the fucking Nintendo console, because everybody else can't accomplish that with their armies of pajeet visa holders and baby ass pre-made code blocks from UE5.
>>
>>722507908
>none of them are any good
DLAA and FSR Native are good you retard
>>
>>722510594
Correct, I didn't. It's by far the most stutter-free game I've played where everyone else cried about stutter. To the point where I believe all the stutter complaints are fud or hardware skill issue
>>
>>722510396
TSR is absolutely not under DLSS 2
>>
>>722510396
>XeSS that low
>Didn't split XeSS between generic and Intel hardware but did split FSR
>TSR below DLSS 2
>DLSS 1 above anything
Awful list, your family should be shamed for generations
>>
>>722512564
if they are good why do others exist
there should be a clear winner out of all of them that takes over the AA market right?
>>
>>722507908
DLAA/whatever you'd call the AMD equivalent looks pretty good THOUGH.
>>
>>722512863
>>722512963
Fine, altered list:
>DLSS 4 (CNN and transformer both have pros and cons)
>FSR 4 RX 9000
>DLSS 3
>FSR 4 RX 7000/6000
>TSR
>XeSS Intel
>DLSS 2
>XeSS non-Intel
>FSR 3
>PSSR
>ITGI upscaling
>FSR 2
>DLSS 1
>FSR 1
>Checkerboard rendering

Note that this is upscaling, for native AA it would look different, but honestly, all the AI-based AA solutions look pretty much identical at native.
>>
AA is unnecessary.

literally just render higher than your display's native and then downscale.
>>
>>722508873
We're discussing trends, not the particular example in OP's pic, mega-retard.
>>
>>722514186
name 1 (one) game where you can't turn off AA or some other form of scaling, giga retard.
>>
>>722513824
>Just use SSAA
>>
>>722516905
>JUST USE SSAA SAAAR
>>
>>722510691
only works on simple geometry and runs like shit when polycounts get high enough
>>
>>722517974
Evidence, please.
>>
>>722516905
i mean, yeah. why wouldn't you?
>>
>>722518030
why are you trying to discuss a subject you have no knowledge of?
>>
>>722511594
Based En Garde enjoyer
>>
>>722518260
Deflection + "Everyone who disagrees with me is the same person". If you're so knowledgeable, why don't you care to share?
>>
>>722518387
nigger you just fucking implied that you don't even know how MSAA works while trying to speak like an authority on the subject. im not google, fuck off
>>
>>722518489
MSAA blends two pixels together based on the color average of the given number of coverage samples (always a power of two).
You are an Indian and a shill.
>>
>>722518663
>uuuuh you're indian
fucking moron. these threads are always filled with retards with no skills or experience who think they know anything about grafix programming because they play video games. looking at an options menu does not make you a game developer, you're talking about how msaa is perfect and the only reason why it isn't used is because devs dont know how to type in the right code or some stupid horseshit like that meanwhile you dont even fucking know what MSAA is beyond "the graphics menu says it makes aliasing go away"
>>
>>722518047
Performance and it doesn't fix dithering problems in modern garbage.
>>
>>722519021
>Performance
sounds like a poorfag problem.



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