I'm weary of this pattern
I'm weary of this pattern
the choice comes from the need for performance adjustments. the game uses FXAA and TAA due to engine scaling. for competitive play i disable motion blur and crap, set textures to high or ultra, enable anisotropic filtering high or ultra, and keep everything at a 200% resolution scale.
It's not that major with broad and simple implementation. The main drawback of MSAA is its inability to handle aliasing in transparent surfaces like chain link fences. Still, it delivers high quality with a moderate speed cost. SSAA (which includes DSR and VSR) performs even better but demands a much larger performance trade-off; MSAA was created to be a more efficient alternative for anti-aliasing.
It largely varies by game and how the implant is placed. The original mirrors edge works well without it. I’m generally satisfied with 4 or 8, but I wonder if we shouldn’t let it go even higher. There’s no point in having extremely powerful hardware these days.
Curious. I planned to use DSR even though I don’t like it much, but I wasn’t aware of that option. Nice to find out. Nonetheless, my issue seems to affect most of the recent titles as well.
Only DSR is supported, and MFAA isn’t available. It adds some delay because it processes several frames at once.
Typically, 8X is the highest setting you can use, while 4X tends to be preferable unless your graphics card is too powerful for the game. Resolution scaling works similarly to SSAA and DSR, giving a cleaner visual but at a significant drop in performance.
I tend to get more consistent results with MSAA. DSR doesn't reduce effectively enough to remove jagged edges at lower resolutions, such as 1440p versus 1080p. It seems the scaling method isn't working well. There are also some UI compatibility problems to deal with. At least game performance is improving in that area.