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PatrickBateman

PC - Bad anti aliasing

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PatrickBateman

Howdy,

 

I noticed that my anti aliasing is just terrible, how come? I have everything maxed out. The only thing I noticed is that I could change DirectX 10 to, I believe, 10.1 or 11. When I did that and changed some other unlocked settings my game became unplayable, massive FPS loss.

Is there any way to fix this terrible anti aliasing problem?

 

BAD.png
 

PC specs

Ryzen 5 3600

16GB DDR4

AMD Radeon RX580 8GB

Edited by PatrickBateman

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Schokoladeka

There are a few solutions: (none of them will make the jaggies go away completely, it's just how the game is)

 

- 4K monitor (not sure if RX580 is good enough for it)

- in Advanced Graphics, turn Frame Scaling on (use 1.250 or 1.5 at least)

- or instead of Frame Scaling you could try using MSAA (x8 will work with your graphics card) but the problem is that MSAA makes characters' hair and beard look like dog sh*t

- sit further away from the screen so your eyes won't pick up all these irregularities (lmao)

 

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AirWolf359

Agreed, the built-in anti aliasing sucks. Instead of MSAA, use FXAA and Virtual Super Resolution or Frame Scaling. Larger values for frame scaling result in sharper image (and lower FPS)

For performance, set directX to 11, but don't use any of the settings that are disabled in directX 10 mode. It should run slightly faster that way. (on top of my head, set Grass Normal and MSAA off)

 

The difference between MSAA Off and x2 is somewhat noticable, but I wouldn't use 4x or 8x, waste of graphics power. Keep it at Off/2x and bump frame scaling after that. Use FXAA if you like it.

In GTA V, frame scaling/virtual super resolution beats MSAA any time.

 

warning: some technical stuff ahead.

Spoiler

 

Because this game uses a deferred rendering engine, MSAA is sort of ineffective.

 

Graphics processing in a deferred engine goes as follows: Geometry for all objects in one pass (wireframes) -> MSAA applied to geometry (if enabled) -> apply textures -> shading (lighting) -> FXAA

The advantage of this technique is, it is light weight and it can handle a lot of light sources.

Disadvantage is loss of transparency, as there can only be one color per pixel that comes out of the shader. So edges will be very jagged.

 

MSAA doesn't help here, as it was made for forward-rendering engines, which allow transparency.

 

Forward rendering engines have less aliasing.

Forward engines apply geometry and shading to each object individually, more detailed, less aliasing, but does not allow for as many lighting sources.

In Forward rendering, the full loop as described above gets applied to each object individually. Disadvantage of this method is, it draws stuff that will be hidden later.

 

source: https://en.wikipedia.org/wiki/Deferred_shading

 

The best solution is not using MSAA in GTA V, but bumping up the rendering resolution altogether. (high frame scaling or virtual super resolution)

FXAA does not get nullified by the shader because it is applied last. But it needs a high resolution image for the best result. On low resolutions, it causes blur.

 

If you want good anti-aliasing, don't aim for ultra quality. Difference between Ultra - Very High is usually more subtle than between Normal - High.

Use the following settings, and invest the rest of your GPU power in bumping frame scaling and resolution

Most of these are one step down from maximum, like on current gen consoles.

Spoiler

FXAA: On

MSAA: Off

VSync: Off

Textures: very high (this is max, but it does not affect fps, only VRam usage)

Shader: high

Shadows: high

reflections: very high. Don't set this on Ultra unless you want to look in a mirror somewhere.

reflection msaa: off. This sharpens reflections, but you only need it on Ultra. Normal - very high reflections are in lower resolution anyway.

water: high

particles: high

Grass: normal/high (console = high/very high)

Soft shadows: softer

post fx: high/very high (depends if you like bloom)

anisotropic filtering: x16

ambient occlusion: normal

tesselation: normal

 

Advanced settings: mostly off, except for frame scaling. 2.0x should be doable with Grass Normal and PostFX High

 

edit: this was tested on a NVidia GTX 980 TI, on a 1920x1080 monitor, your mileage may vary.

Edited by AirWolf359

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PatrickBateman

I think it looks better with Advanced Graphics on but it hits the performance pretty hard on the highest settings. I gotta play around to get the best quality and performance with that.

 

@AirWolf359Thanks m8. I gotta change the settings to the one you suggests? With DirectX 11? Will give it a shot.

Edited by PatrickBateman

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_MK_

Lower MSAA to 2x or simply disable it and increase the resolution as much as you can.

 

AA in this game is bad, I've tried 8x MSAA on 1080p and jaggies were still noticeable, had to go from 1080p to 2K plus 2x MSAA and even then it was still a little bit noticeable mainly on cars but a lot better than 1080p 8x MSAA. 

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PatrickBateman

I tried the settings of AirWolf359 but the difference wasn't really worth it, it looks almost the same and I noticed fps loss with Advansed settings on (frame scaling).

 

What about the very high and ultra settings, are those worth it?

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Schokoladeka
6 hours ago, AirWolf359 said:

Agreed, the built-in anti aliasing sucks. Instead of MSAA, use FXAA and Virtual Super Resolution or Frame Scaling. Larger values for frame scaling result in sharper image (and lower FPS)

For performance, set directX to 11, but don't use any of the settings that are disabled in directX 10 mode. It should run slightly faster that way. (on top of my head, set Grass Normal and MSAA off)

 

The difference between MSAA Off and x2 is somewhat noticable, but I wouldn't use 4x or 8x, waste of graphics power. Keep it at Off/2x and bump frame scaling after that. Use FXAA if you like it.

In GTA V, frame scaling/virtual super resolution beats MSAA any time.

 

warning: some technical stuff ahead.

  Reveal hidden contents

 

Because this game uses a deferred rendering engine, MSAA is sort of ineffective.

 

Graphics processing in a deferred engine goes as follows: Geometry for all objects in one pass (wireframes) -> MSAA applied to geometry (if enabled) -> apply textures -> shading (lighting) -> FXAA

The advantage of this technique is, it is light weight and it can handle a lot of light sources.

Disadvantage is loss of transparency, as there can only be one color per pixel that comes out of the shader. So edges will be very jagged.

 

MSAA doesn't help here, as it was made for forward-rendering engines, which allow transparency.

 

Forward rendering engines have less aliasing.

Forward engines apply geometry and shading to each object individually, more detailed, less aliasing, but does not allow for as many lighting sources.

In Forward rendering, the full loop as described above gets applied to each object individually. Disadvantage of this method is, it draws stuff that will be hidden later.

 

source: https://en.wikipedia.org/wiki/Deferred_shading

 

The best solution is not using MSAA in GTA V, but bumping up the rendering resolution altogether. (high frame scaling or virtual super resolution)

FXAA does not get nullified by the shader because it is applied last. But it needs a high resolution image for the best result. On low resolutions, it causes blur.

 

If you want good anti-aliasing, don't aim for ultra quality. Difference between Ultra - Very High is usually more subtle than between Normal - High.

Use the following settings, and invest the rest of your GPU power in bumping frame scaling and resolution

Most of these are one step down from maximum, like on current gen consoles.

  Reveal hidden contents

FXAA: On

MSAA: Off

VSync: Off

Textures: very high (this is max, but it does not affect fps, only VRam usage)

Shader: high

Shadows: high

reflections: very high. Don't set this on Ultra unless you want to look in a mirror somewhere.

reflection msaa: off. This sharpens reflections, but you only need it on Ultra. Normal - very high reflections are in lower resolution anyway.

water: high

particles: high

Grass: normal/high (console = high/very high)

Soft shadows: softer

post fx: high/very high (depends if you like bloom)

anisotropic filtering: x16

ambient occlusion: normal

tesselation: normal

 

Advanced settings: mostly off, except for frame scaling. 2.0x should be doable with Grass Normal and PostFX High

 

Let me simplify the technical stuff:

 

- FXAA simply isn't enough.  

- MSAA sucks, it makes hair/beard look like sh*t. 

- Frame Scaling does not affect hair/beard negatively but MSAA is more effective when it comes to smoothing distant textures.

 

I'd say the best solution is a 4K monitor but yeah it's expensive.

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AirWolf359
6 hours ago, Schokoladeka said:

Let me simplify the technical stuff:

 

- FXAA simply isn't enough.  

- MSAA sucks, it makes hair/beard look like sh*t. 

- Frame Scaling does not affect hair/beard negatively but MSAA is more effective when it comes to smoothing distant textures.

 

I'd say the best solution is a 4K monitor but yeah it's expensive.

 

Actually, on distant textures, Frame scaling is better. MSAA is only applied to objects that are nearby, at their closest LOD range.

In this game, I'd take high resolution/frame scaling over MSAA any day.

Sure, MSAA may look better on objects up close, like your car, but it doesn't anti-alias alot of stuff in the distance, so it leaves plenty of jagged edges.

Frame scaling is brute force full screen anti aliasing that just works. (although with a bigger performance hit than MSAA) I combine it with FXAA to smooth out the last remaining jaggies.

FXAA is the only AA method that works properly in GTA V's engine, unfortunately it blurs out some details, that's why it's best only used with supersampling.

 

I have to admit, I'm still not finished testing all the different combinations of frame scaling, super resolution and anti aliasing.

My character's hair actually looks worse with MSAA off, so I'm trying to fit in MSAA x2.

My current settings: a mix of high/very high settings (see my previous post), FXAA on, MSAA x2, Frame Scaling x1.5

Edited by AirWolf359

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Schokoladeka
15 hours ago, AirWolf359 said:

 

Actually, on distant textures, Frame scaling is better. MSAA is only applied to objects that are nearby, at their closest LOD range.

In this game, I'd take high resolution/frame scaling over MSAA any day.

Sure, MSAA may look better on objects up close, like your car, but it doesn't anti-alias alot of stuff in the distance, so it leaves plenty of jagged edges.

Frame scaling is brute force full screen anti aliasing that just works. (although with a bigger performance hit than MSAA) I combine it with FXAA to smooth out the last remaining jaggies.

FXAA is the only AA method that works properly in GTA V's engine, unfortunately it blurs out some details, that's why it's best only used with supersampling.

 

I have to admit, I'm still not finished testing all the different combinations of frame scaling, super resolution and anti aliasing.

My character's hair actually looks worse with MSAA off, so I'm trying to fit in MSAA x2.

My current settings: a mix of high/very high settings (see my previous post), FXAA on, MSAA x2, Frame Scaling x1.5

 

I have opposite opinions on this. I'll show you some screenshots when I get time.

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PatrickBateman

I tried the recommened settings from Airwolf but it wasn't worth it. Frame Scaling f*k ups my performance. However, when I put every other settings on Ultra / high I have 0 fps drops but it still looks like sh*t if it comes down to the anti alaising. I play btw on a 2K monitor. 

Edited by PatrickBateman

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AirWolf359
38 minutes ago, PatrickBateman said:

I tried the recommened settings from Airwolf but it wasn't worth it. Frame Scaling f*k ups my performance. However, when I put every other settings on Ultra / high I have 0 fps drops but it still looks like sh*t if it comes down to the anti alaising. I play btw on a 2K monitor. 

My settings were for a Nvidia GTX 980TI, 1920x1080. With 2x frame scaling, it renders in 3840x2160. And of course, it won't handle max settings at that resolution, so I have to make some compromises.

I'll add the resolution to my previous post, forgot that earlier. What resolution is 2k? 1440p?

Frame scaling is not really needed on bigger screens. On 2160p I wouldn't use it, and on 1440p, I would use no more than 1.5x, which gives you 2160p.

Edited by AirWolf359

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PatrickBateman

Ryzen 5 3600

16gb DDR4

RX580 8GB. 

 

I didn't really saw any big difference with your settings.

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Schokoladeka

Check this out.

@AirWolf359

 

https://imgur.com/a/Zns0eyb

 

Look at how disgustingly ugly Trevor hair looks without MSAA and with MSAA. Frame Scaling makes it look decent, more or less. The distant textures look uglier with Frame Scaling in my opinion. 

(You can view the full size pictures by right clicking and selecting "copy image address" and put the link in a new tab)

Edited by Schokoladeka
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AirWolf359

I notice more detail in the distance with the higher Frame Scaling, even at 1.5x, although I think 8x msaa looks better for close by objects. I guess Frame Scaling 1.5 isn't good enough on its own, and you need to use at least Frame Scaling 2.0x, or enable 2x msaa with 1.5x Frame Scaling, so you have a bit of both.

Edited by AirWolf359

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PatrickBateman

MSAA x2 fixed basiclly a lot, it looks better and I didn't notice any big FPS loss.

Edited by PatrickBateman

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