![]() I would still use DSR even with DLSS as you can still benefit from the oversampling, not to mention it might help round out some oversharpening issues DLSS tends to have because developers don't expose it's sharpening setting to end users to allow them to set it how they please. Here's a recent one from a few posts above with Dead Space 3 Ex: This example shows a hybrid solution looking slightly better than 8XSGSSAA and in reality it performs better as well. Or Enhancing a DX11 game with MSAA support with 2xSGSSAA while using 4xDSR and enabling FXAA on top. I wouldn't disable DSR as combining forced AA with DSR to create a hybrid solution often produces the highest quality, best performance ratio solution. They are from a decade ago and are not ideal and the OpenGL flag is entirely irrelevant and doesn't do anything. I wouldn't pay attention to those "Global" flags anymore. ![]() My old flag just had more functions enabled.ĭead Island Remastered won't work because it runs on DX11 AFIK. So I wouldn't worry, they both contain the same functions. In the case of Lords of Shadow, both flags will work fine/the same. Or with hybrid sampling modes as well, 16xS + 4xSGSSAA. When using SGSSAA(Dx9) and TrSSAA(OpenGL) your sample counts need to match to work properly. However it only works for older OpenGL games and other apps running on older versions of OGL. When you play Doom at such low resolutions, then blown-up on a modern 1920x1080 or higher monitor with high frame rate, the experience will give you a splitting headache. In OpenGL the TrSSAA option functions the same as SGSSAA in DX9/10/11. The only time I've found GZDoom texturing filtering to be useful is when playing at low resolutions like 320x200 or 640x400. You are better off asking questions for that over at Transparency Supersampling is in the same box as SGSSAA. I don't know much about Gsync so I can't answer that. It serves no functional purpose anymore so while the driver has references to it. ![]() ago I can't believe how long I played before I realised you could turn it off. Texture filtering looks godawful and I have no idea why Graf thought putting it on by default was a good idea. Click to expand.CSAA has been gone since at least Maxwell from what I recall(possibly earlier). Go to texture options in OpenGL and change texture filtering to linear.
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