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It's odd because you can see a scene where, for example, you can see obvious correction going on (a scene that you can compare with AA turned off), and yet there will be a few 'lines' that are aliased still ('stair stepping') in one spot, in that scene/area/view.
I wonder why noone can develop a game engine where, instead of software 'guessing' at the edges of things and trying to 'hide' the aliasing of them, why not have the game engine TELL the GPU:
"THIS IS AN EDGE, I KNOW IT BECAUSE I AM RENDERING THE POLYGON BOUNDARIES" and so then the AA only 'corrects' those boundaries and does not have to "guess" and do calculations on any textures or other visual elements? Wouldn't that eliminate texture blurring and softening?
I mean, wouldn't that be the quintessential way to do Anti-Aliasing..?
You can find a brief explanation and some links in this wikipedia article: https://en.wikipedia.org/wiki/Deferred_shading
In older titles that use DX9, most of then have MSAA, which doesn't have this problem. It runs much earlier in the pipeline, when information out the seperate objects is still available, so no guessing needed.
I'm sure there are lots of great things about deferred rendering, but I truly hate the loss of proper anti aliasing. Nvidias TXAA is pretty damn good, but for some reason the dingbat who designed it decided that it would be cool to have it blur static objects. You'll actually catch it in some games wen you stop moving the camera, and it will switch from a lovely crisp alias free picture for moving objects to a 'Vaseline Vision' for static scenes. They crafted a near perfect replacement and then ruined it.
You can however still use the oldest and best looking AA method: super sampling. Super sampling renders the scene to a higher resolution than the monitor and then down samples. The catch is that it requires a huge amount of computational power, which is why almost no games include it as an option. Both AMD and Nvidia have options for this in their GPU control centers. 125% normal resolution should be enough to get a decent effect, 150-200 will do a lot of you can run it.
http://sfx.thelazy.net/games/screenshot/33081/
Edit:
Just tested it and must not be true 4k in how the engine renders, as ALT+TABbing out of the game and back again it only then updated in a small window that was 1/4 of the screen. No wonder there is still bad jaggies at 4k...
http://steamcommunity.com/sharedfiles/filedetails/?id=950329883
Truely rendering it at higher resolutions, and displaying it as such is the most effective, but also the costlist from a number of standpoints.
I normally use TXAA or TAA if the game supports it, but a big factor my be that my eyes aren't super-sharp, and so the blurring that this type of AA does is less damaging to my perspective than it may be to others.
TAA in the fallout launcher
Nvidia
FXAA is off
AA is application controlled
AA transparency is off
Texture filtering ASO is on
Negetive LOD bias in set to Clamp
Trilinear Filtering is on quality
Trilinear optimisation is On...
16x AS filtering in the launcher
... cant think of any other maybe relevant settings.
God rays on Ultra (can cause some weird lookin edges otherwise)
Game looks awesome.
http://steamcommunity.com/sharedfiles/filedetails/?id=947791115
http://steamcommunity.com/sharedfiles/filedetails/?id=947791217
http://steamcommunity.com/sharedfiles/filedetails/?id=947791013
http://steamcommunity.com/sharedfiles/filedetails/?id=950534057
TAA seems to work really well, and MSAA is quite demanding, you could always try 'enhancing' the application's AA with NVIDIA's settings, think you can select MSAA from there (I dont know how well that works)
Yeh it should do, if you really dont like TAA, im using TAA tho, game looks stunning.