METAL GEAR SOLID V: THE PHANTOM PAIN

METAL GEAR SOLID V: THE PHANTOM PAIN

Jewtaro 29. sep. 2015 kl. 15:15
Is Nvidia's control panel's ambient occlusion really better?
I can tell the difference in the pictures on Nvidia's article. I can see that the dark halo around characters and stairs in motherbase going away using Nvidia's HBAO+ but does this weakening of the effect have any adverse effects on other parts of the game?
Sidst redigeret af Jewtaro; 29. sep. 2015 kl. 15:15
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joxertm22 29. sep. 2015 kl. 15:17 
I don't think this port from consoles support stuff normally seen in games where PC is the main platform.
Ri0Rdian 29. sep. 2015 kl. 15:26 
I would be shocked to see something actually being enforceable via nvidia/amd panel. Cause MFAA certainly doesn't.
Bansheebutt 29. sep. 2015 kl. 15:42 
Isn't MFAA an "addon" for MSAA? MGSV uses FXAA or something like it, which is why it wouldn't do anything.

OT:
I've heard conflicting reports about performance differences. The official Nvidia blog says they experienced dips on their test rig.

Imo, yeah, the halos are a bit of an eyesore, but if it's going to make an already subtle effect even more subtle *and* supposedly cause a however slight performance decrease, I'd pass on it.
Ri0Rdian 29. sep. 2015 kl. 15:55 
No, FXAA is completely different to MSAA, MFAA or similar techniques. FXAA is a type of post process AA if I am right and the others are supersampling/multisampling. Besides, everyone and they dogs mothers know FXAA sucks, cause it makes you screen blurry like someone put wet glasses on.
MarkfromTheRoom 29. sep. 2015 kl. 15:57 
Control panel HBAO+ is leagues better. The default SSAO is very inaccurate which is what causes the halo effect. HBAO+ shadowing isn't weeker, it's just more accurate. It shadows more where it's supposed to and shadows less where it's not. Both are trying to simulate real life indirect lighting and HBAO+ does a much better job at it. If you can use it, there's really no reason not to.
Jigg 29. sep. 2015 kl. 16:03 
HBAO+ is god tier for MGSV
G L U E 29. sep. 2015 kl. 16:09 
Oprindeligt skrevet af Ri0Rdian:
No, FXAA is completely different to MSAA, MFAA or similar techniques. FXAA is a type of post process AA if I am right and the others are supersampling/multisampling. Besides, everyone and they dogs mothers know FXAA sucks, cause it makes you screen blurry like someone put wet glasses on.

FXAA is performance free, it also works on games that don't support proper AA. So no, it is godlike for older, low-end rigs. And especially useful for engines that don't support standard AA, or any kind of AA. And i am not talking about newer engines with deferred lighting either. But older games that use DX6.

And obviously any AA is better than no AA, even if it's shader based.
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