F5F Stay Refreshed Software PC Gaming Anti-aliasing still functions, though its effectiveness depends on the situation and settings.

Anti-aliasing still functions, though its effectiveness depends on the situation and settings.

Anti-aliasing still functions, though its effectiveness depends on the situation and settings.

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Arzuzizu
Member
152
07-05-2017, 12:15 PM
#1
Hello, I see this has been discussed on many forums before, but I’m still struggling to find a clear solution. I own an RX580 and notice a lot of jagged edges and pixel movement in most games, which is quite bothersome. When I start playing Dragon Quest XI, the issue becomes very noticeable. Adjusting any settings seems to have no impact. I’ve tried the highest AAS setting and the lowest, but results remain unchanged. I’ve also checked various Radeon software options like "use application settings," "enhance application settings," and "override" – all give the same outcome. I looked into some suggestions online, including using DSR (downscaled from 2K) and seeing success in 1440p. I’m not sure if the problem lies with my GPU, my monitor, or the game’s settings. Any advice would be greatly appreciated. Thanks!
A
Arzuzizu
07-05-2017, 12:15 PM #1

Hello, I see this has been discussed on many forums before, but I’m still struggling to find a clear solution. I own an RX580 and notice a lot of jagged edges and pixel movement in most games, which is quite bothersome. When I start playing Dragon Quest XI, the issue becomes very noticeable. Adjusting any settings seems to have no impact. I’ve tried the highest AAS setting and the lowest, but results remain unchanged. I’ve also checked various Radeon software options like "use application settings," "enhance application settings," and "override" – all give the same outcome. I looked into some suggestions online, including using DSR (downscaled from 2K) and seeing success in 1440p. I’m not sure if the problem lies with my GPU, my monitor, or the game’s settings. Any advice would be greatly appreciated. Thanks!

J
Jasvam
Junior Member
20
07-06-2017, 08:13 AM
#2
I can't post or capture screenshots directly. However, you can take a screenshot yourself and share it here if you'd like.
J
Jasvam
07-06-2017, 08:13 AM #2

I can't post or capture screenshots directly. However, you can take a screenshot yourself and share it here if you'd like.

K
KyanHead
Junior Member
19
07-06-2017, 08:21 AM
#3
It seems unclear what you're referring to, but it appears the issue is on your side. AA functions properly across all games on my system, even with different hardware.
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KyanHead
07-06-2017, 08:21 AM #3

It seems unclear what you're referring to, but it appears the issue is on your side. AA functions properly across all games on my system, even with different hardware.

T
Thumps209LV
Member
226
07-14-2017, 02:09 AM
#4
Isn't this a port from 2015? The AA functions perfectly, and it's clear to me in every game I play. Without it...1080p appears blurry. Same with 1440p. I can easily see if it's active or not at 4k.
T
Thumps209LV
07-14-2017, 02:09 AM #4

Isn't this a port from 2015? The AA functions perfectly, and it's clear to me in every game I play. Without it...1080p appears blurry. Same with 1440p. I can easily see if it's active or not at 4k.

M
MrPumpkinGR
Junior Member
18
07-19-2017, 10:54 AM
#5
AA and MSAA should function properly. FXAA doesn’t perform as well in my view—it mainly just adds blur. The concept behind DSR (and similar methods) is rendering at a higher resolution, then reducing it, which helps eliminate harsh edges. AA essentially creates two versions of the image and merges them, effectively smoothing out jagged areas. In practice, AA seems to work well for me (though I don’t play DQ XI, so I’m unsure about its options), but you’d need visual examples to confirm the problem you’re encountering.
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MrPumpkinGR
07-19-2017, 10:54 AM #5

AA and MSAA should function properly. FXAA doesn’t perform as well in my view—it mainly just adds blur. The concept behind DSR (and similar methods) is rendering at a higher resolution, then reducing it, which helps eliminate harsh edges. AA essentially creates two versions of the image and merges them, effectively smoothing out jagged areas. In practice, AA seems to work well for me (though I don’t play DQ XI, so I’m unsure about its options), but you’d need visual examples to confirm the problem you’re encountering.

I
Ireo
Member
150
07-19-2017, 12:53 PM
#6
look at the girl's face and the grass on the second image, honestly in the screenshots it does not look that bad. The bigger problem is that the jagged edges "move" and you can see the squared edges moving. EDIT: i used dsr 4k and it seems mostly fine but my poor rx580 cant handle that xd. So do you guys think it is the games fault? The settings it has dont say they aa method, its just labeled from 1-6. I have noticed this in other games aswell tho.
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Ireo
07-19-2017, 12:53 PM #6

look at the girl's face and the grass on the second image, honestly in the screenshots it does not look that bad. The bigger problem is that the jagged edges "move" and you can see the squared edges moving. EDIT: i used dsr 4k and it seems mostly fine but my poor rx580 cant handle that xd. So do you guys think it is the games fault? The settings it has dont say they aa method, its just labeled from 1-6. I have noticed this in other games aswell tho.

K
kcfan
Junior Member
3
07-19-2017, 02:19 PM
#7
I run the Pokémon Colosseum on my RX 480, upscaling to 1080p, and without AA it appears almost unusable, but going the other way causes everything to blur during movement, turning it into a messy mess. I opt for 2-4x MSAA and add vertex rounding (only marginally helps) to find the optimal balance. There will always be some roughness because the game is old and built for resolutions like 607x416. Your game will behave similarly—it was designed for lower native resolution, not higher ones. What once looked as a single pixel at 720p now appears as multiple pixels at 1080p while keeping the same shape.
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kcfan
07-19-2017, 02:19 PM #7

I run the Pokémon Colosseum on my RX 480, upscaling to 1080p, and without AA it appears almost unusable, but going the other way causes everything to blur during movement, turning it into a messy mess. I opt for 2-4x MSAA and add vertex rounding (only marginally helps) to find the optimal balance. There will always be some roughness because the game is old and built for resolutions like 607x416. Your game will behave similarly—it was designed for lower native resolution, not higher ones. What once looked as a single pixel at 720p now appears as multiple pixels at 1080p while keeping the same shape.

J
jpenney7
Member
168
07-19-2017, 03:55 PM
#8
It’s not primarily about whether it functions. The imperfections stem from the fact that the underlying issue can’t be fully resolved. AA merely attempts to reduce their visibility. 3D models are shown as polygon meshes, built from triangles since they’re the simplest dimensional form. A graphics card processes these meshes and converts them into a pixel layout based on camera view, shaders, and lighting. This involves mapping triangle edges into pixels, often only assigning a value around 30% or 80% per edge. Without AA, pixels are either filled or left blank, resulting in rough, uneven lines. AA focuses on pixel subsampling—like examining four points per pixel to estimate intersection—and adjusting color values accordingly. This adds nuance beyond just on/off, though it can create visual noise.

This challenge has existed in computer graphics for decades, prompting various solutions over time. Not every game supports all approaches, so developers had limited choices during their time. What seemed optimal then might now appear outdated compared to modern techniques.

Perfect accuracy isn’t achievable. Because the problem dates back early in tech history, numerous methods have been tried, each with varying degrees of success. The best at its time may look inferior today.

These imperfections often manifest as jagged edges or artifacts—those bright spots you notice. They arise when the algorithm misinterprets edge positions and assigns colors inaccurately.

To address this, some systems increase pixel density, making grids so fine that irregular lines blend into the background. If your screen is high resolution and spaced far enough from your eyes, the human eye can’t resolve individual pixels, allowing the distortions to fade naturally. A display with sufficient pixels would likely eliminate the need for AA altogether, though higher resolution demands more processing power from the GPU.

Super resolution works by adding more pixels (creating a denser grid), which helps represent edges more smoothly. This reduces reliance on subsampling but increases workload on the GPU. Rendering at higher resolutions like 1440p or even 1080p can help, especially with powerful hardware. However, for lower-end setups, super resolution isn’t always practical—especially if you’re targeting a casual game that only needs around 60 FPS.
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jpenney7
07-19-2017, 03:55 PM #8

It’s not primarily about whether it functions. The imperfections stem from the fact that the underlying issue can’t be fully resolved. AA merely attempts to reduce their visibility. 3D models are shown as polygon meshes, built from triangles since they’re the simplest dimensional form. A graphics card processes these meshes and converts them into a pixel layout based on camera view, shaders, and lighting. This involves mapping triangle edges into pixels, often only assigning a value around 30% or 80% per edge. Without AA, pixels are either filled or left blank, resulting in rough, uneven lines. AA focuses on pixel subsampling—like examining four points per pixel to estimate intersection—and adjusting color values accordingly. This adds nuance beyond just on/off, though it can create visual noise.

This challenge has existed in computer graphics for decades, prompting various solutions over time. Not every game supports all approaches, so developers had limited choices during their time. What seemed optimal then might now appear outdated compared to modern techniques.

Perfect accuracy isn’t achievable. Because the problem dates back early in tech history, numerous methods have been tried, each with varying degrees of success. The best at its time may look inferior today.

These imperfections often manifest as jagged edges or artifacts—those bright spots you notice. They arise when the algorithm misinterprets edge positions and assigns colors inaccurately.

To address this, some systems increase pixel density, making grids so fine that irregular lines blend into the background. If your screen is high resolution and spaced far enough from your eyes, the human eye can’t resolve individual pixels, allowing the distortions to fade naturally. A display with sufficient pixels would likely eliminate the need for AA altogether, though higher resolution demands more processing power from the GPU.

Super resolution works by adding more pixels (creating a denser grid), which helps represent edges more smoothly. This reduces reliance on subsampling but increases workload on the GPU. Rendering at higher resolutions like 1440p or even 1080p can help, especially with powerful hardware. However, for lower-end setups, super resolution isn’t always practical—especially if you’re targeting a casual game that only needs around 60 FPS.

G
GavCrafters
Member
68
07-22-2017, 10:18 PM
#9
I believe the AA in my games isn't helping either. With a 4K screen, I could try running things in higher resolution to avoid the issue. Still, my AA doesn't seem to work properly.
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GavCrafters
07-22-2017, 10:18 PM #9

I believe the AA in my games isn't helping either. With a 4K screen, I could try running things in higher resolution to avoid the issue. Still, my AA doesn't seem to work properly.

K
Kusiu4444
Member
170
07-24-2017, 12:26 PM
#10
The game relies heavily on alpha textures for details like grass. Traditional AA works well with polygons but struggles with transparent textures. It seems the game doesn’t support advanced AA techniques. For NVIDIA platforms, you can enable "Transparency AA" via the control panel for compatible titles. I’m unsure about an AMD alternative for this feature.
K
Kusiu4444
07-24-2017, 12:26 PM #10

The game relies heavily on alpha textures for details like grass. Traditional AA works well with polygons but struggles with transparent textures. It seems the game doesn’t support advanced AA techniques. For NVIDIA platforms, you can enable "Transparency AA" via the control panel for compatible titles. I’m unsure about an AMD alternative for this feature.

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