Elite Dangerous

Elite Dangerous

Witcher 22. juni 2021 kl. 2.06
NVIDIA 3D Settings Profile Inspector
Anyone knows why NVIDIA Control Panel 3D Settings says Ambilent Occlusion and AA - FXAA are not supported by ED?

Also, anyone knows of NVIDIA Inspector Profile(s) for ED?
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Joerg Baermann 22. juni 2021 kl. 3.31 
Use ingame AO and FXAA.

As for NVInspector, no compatibility bits, so no.

https://docs.google.com/spreadsheets/d/15UvZ6COCpaD8JJkMqB4KMTxBXoEfDuaDiiP--H4BJ-U/edit#gid=1911323755
Sist redigert av Joerg Baermann; 22. juni 2021 kl. 3.34
Witcher 22. juni 2021 kl. 3.57 
OK, are in game AO and FXAA simulated and not NVIDIA compatible?
funkynutz 22. juni 2021 kl. 4.25 
Why wouldn't they be nvidia compatible? They're in game options. 99% of the time it's better to use the in game options, rather than driver tweaks.
gkrama 22. juni 2021 kl. 5.20 
Its not even close to NVIDIA FXAA.
And all AA in ED is crap.
I think that game engine do render in lower resolution and then upscale, so thats why AA is look so bad.
funkynutz 22. juni 2021 kl. 6.47 
Opprinnelig skrevet av gkrama:
Its not even close to NVIDIA FXAA.
And all AA in ED is crap.
I think that game engine do render in lower resolution and then upscale, so thats why AA is look so bad.

AA is bad because most implementations of it don't process things on the other side of a transparent texture. And you're pretty much always looking through one (this is why AA inside the ship looks ok, but everything outside the ship looks jagged).
Joerg Baermann 22. juni 2021 kl. 13.04 
Opprinnelig skrevet av FunkynutZ:
Opprinnelig skrevet av gkrama:
Its not even close to NVIDIA FXAA.
And all AA in ED is crap.
I think that game engine do render in lower resolution and then upscale, so thats why AA is look so bad.

AA is bad because most implementations of it don't process things on the other side of a transparent texture. And you're pretty much always looking through one (this is why AA inside the ship looks ok, but everything outside the ship looks jagged).
FXAA is not texture based AA.
FXAA is shader based and goes over the whole frame/image with edge detection, any edges that are sharp are then blurred, to compensate for blurred straight lines a sharpening filter is added.
The issue that you see is most probably caused by other FX in game and the way AA is set to keep the UI text clean.
Keep in mind that all ingame AA is post processing, meant to be the poor mans AA.
Actually a bit sad that some games cheap out and only provide post processing AA.

Proper AA would look much better but at the cost of performance, only other options would be adaptive TAA or DLSS, but such will be restricted to GPU's with tensor cores.
TAA on it's own would also work but add more blur.
The good thing with these AA methods is that the UI will stay clean regardless.

Getting ReShade setup for it might also be able todo a better job, but will take some time finding, testing and adjusting various AA shaders besides avoiding it to have a negative effect on the UI.

ENB could also work but the author has no interest in making one for ED.
Sist redigert av Joerg Baermann; 22. juni 2021 kl. 13.12
funkynutz 22. juni 2021 kl. 13.17 
Opprinnelig skrevet av Joerg Baermann:
FXAA is not texture based AA.

Which is why I said "most implementations".

Getting ReShade setup for it might also be able todo a better job, but will take some time finding, testing and adjusting various AA shaders besides avoiding it to have a negative effect on the UI.

ENB could also work but the author has no interest in making one for ED.

I've been playing around with some ReShade options on Horizons for ages. Results have been pretty underwhelming. The best I've found so far was even blurrier than just using the in game FXAA. It did get rid of the jaggies nicely though, and text wasn't too badly affected... Too blurry for me though.

Before the Odyssey update I was using in game SMAA with ReShades FakeHDR most of the time. The boost to contrast and saturation actually made the jaggies less noticeable during play though they were still there if you looked for them. Pretty much eliminated that horrible moving jaggy banding you can sometimes see around the toast rack and similar areas.
Sist redigert av funkynutz; 22. juni 2021 kl. 13.31
Joerg Baermann 22. juni 2021 kl. 13.19 
Opprinnelig skrevet av FunkynutZ:
Opprinnelig skrevet av Joerg Baermann:
FXAA is not texture based AA.

Which is why I said "most implementations".

Getting ReShade setup for it might also be able todo a better job, but will take some time finding, testing and adjusting various AA shaders besides avoiding it to have a negative effect on the UI.

ENB could also work but the author has no interest in making one for ED.

I've been playing around with some ReShade options on Horizons for ages. Results have been pretty underwhelming. The best I've found so far was even blurrier than just using FXAA. It did get rid of the jaggies nicely though, and text wasn't too badly affected... Too blurry though.
Which AA shaders did you try with?
Tried with various sharpening filters on top too?

Other AA shaders for ReShade, I think NFAA can help with the blur:
https://github.com/BlueSkyDefender/AstrayFX

The most interesting part of that package:
Temporal AA
TAA is a Epic Games implementation of Temporal AA that seems the only real way of doing this in reshade with out motion vectors. UPDATE PENDING.

Would be nice with that update :)

I have to play a bit around with these soon, since I also found a Ray Tracing shader that could be interesting to test.
Sist redigert av Joerg Baermann; 22. juni 2021 kl. 13.25
funkynutz 22. juni 2021 kl. 13.36 
Sorry, was editing previous post.

I know I tried all the default versions that come with RS, with various settings. I tried another couple that I'd seen recommended by others, but I didn't think they were that good tbh.

I would try the bluesky one... but I've not been using ReShade since I got Odyssey (been doing some much needed maintenance on my control setup, haven't got around to setting up RS for EDO yet). And while performance isn't too bad... I wouldn't say it's amazing either, so I'm kind of reluctant to punish my graphics card any further :steammocking:

Since EDO I've actually been forcing sharpening (along with upscaling from 1080 to 1440 - my trusty and well matured 1060 can't handle Odyssey in native 1440 lol) through nvcpl. Doesn't look too bad... Not as good as Horizons, but it'll do for now.
Sist redigert av funkynutz; 22. juni 2021 kl. 13.45
Joerg Baermann 22. juni 2021 kl. 13.46 
Opprinnelig skrevet av FunkynutZ:
Sorry, was editing previous post.

I know I tried all the default versions that come with RS, with various settings. I tried another couple that I'd seen recommended by others, but I didn't think they were that good tbh.

Since Odyssey I've actually been forcing sharpening (along with upscaling from 1080 to 1440 - my trusty and well matured 1060 can't handle Odyssey in native 1440 lol) through nvcpl.
I still think NFAA is the thing to use on top of either ReShades SMAA or FXAA.

Even my old FXAA package did a better job than ED's implementation, but I never got around to make it work for anything beyond dx9.
Sist redigert av Joerg Baermann; 22. juni 2021 kl. 13.46
Witcher 23. juni 2021 kl. 6.10 
After updating NVIDIA driver today, I'm getting 6 additional FPS on foot.
funkynutz 23. juni 2021 kl. 7.49 
Opprinnelig skrevet av Witcher:
After updating NVIDIA driver today, I'm getting 6 additional FPS on foot.

What driver version are you using? And did you use DDU to wipe out the old driver first? (DDU is basically a standard part of nvidia driver updates for me now lol).

I got a reasonable boost when I updated to 466.77 (also fixed a crashing problem the previous driver was causing).
Joerg Baermann 23. juni 2021 kl. 13.49 
471.11 was released yesterday.
https://www.nvidia.com/en-us/geforce/forums/game-ready-drivers/13/457587/geforce-47111-grd-feedback-thread-released-62221/

Take note of the following if you should run into the issue:
DPC latency is higher when color mode is set to 8-bit color compared to 10-bit color. [3316424] -> To workaround issue, disable MPO using the registry key found in the FAQ below: https://nvidia.custhelp.com/app/answers/detail/a_id/5157/

MS released an update for Windows 10 that adresses some gaming performance issues too.
https://support.microsoft.com/en-us/topic/june-21-2021-kb5003690-os-builds-19041-1081-19042-1081-and-19043-1081-preview-11a7581f-2a01-47d5-ba12-431709ee2248
Updates an issue in a small subset of users that have lower than expected performance in games after installing KB5000842 or later.
Sist redigert av Joerg Baermann; 23. juni 2021 kl. 13.51
Witcher 23. juni 2021 kl. 15.03 
Opprinnelig skrevet av FunkynutZ:
What driver version are you using? And did you use DDU to wipe out the old driver first? (DDU is basically a standard part of nvidia driver updates for me now lol).

Opprinnelig skrevet av Joerg Baermann:
471.11 was released yesterday.
https://www.nvidia.com/en-us/geforce/forums/game-ready-drivers/13/457587/geforce-47111-grd-feedback-thread-released-62221/

^ ^ This.

Take note of the following if you should run into the issue:
DPC latency is higher when color mode is set to 8-bit color compared to 10-bit color. [3316424] -> To workaround issue, disable MPO using the registry key found in the FAQ below: https://nvidia.custhelp.com/app/answers/detail/a_id/5157/

Yea, was getting this prior to 471.11 update but no more now.
Sist redigert av Witcher; 23. juni 2021 kl. 15.05
Joerg Baermann 23. juni 2021 kl. 15.15 
Opprinnelig skrevet av Witcher:
Take note of the following if you should run into the issue:

Yea, was getting this prior to 471.11 update but no more now.
Did you merge mpo_restore .reg?
If not you still got the MPO's disabled.
Sist redigert av Joerg Baermann; 23. juni 2021 kl. 15.16
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