安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
no you can not disable aaa that i know of
make sure fxaa is not forced in nvidia control panel or ccc
It's not, I'd rather play with no AA than with FXAA, worst invention ever. Are you sure it's AAA by default then?
It is a proprietary FXAA:
Source: http://www.geforce.com/whats-new/articles/metro-last-light-graphics-breakdown-and-performance-guide
To the OP: I saw something that mentioned a couple of options in the config, but I can't find the article. I'm sure Google can find it for your.
Great, thanks for the info, that's what I read. Nice effort by their part but the game is still blury with that method.
Not going to argue - you posted your opinion, I linked my source.
"Anti-Aliasing: Now Supersampled
By default, Metro: Last Light utilizes 4A’s proprietary Analytical Anti-Aliasing (AAA) to lessen the impact of jagged, aliased edges on geometry, objects, characters, transparent textures, and all other screen elements. A combination of FXAA and 4A tech, AAA improves upon other post-processing anti-aliasing techniques by doubling the internal resolution of the picture using pattern and shape detection, and downsampling the post-processed result back to the user’s screen resolution, resulting in an anti-aliased image that is far smoother and clearer than traditional post-process techniques can create.
In Metro 2033, players could utilize Multisample Anti-Aliasing (MSAA) instead of Analytical Anti-Aliasing to generate an even sharper, less aliased image. Unfortunately, due to 2033’s deferred lighting, the performance impact of MSAA was tremendous, making its use unfeasible on anything other than a three or four multi-GPU system when every other setting was enabled and maxed out. For Last Light, 4A has replaced Multisample Anti-Aliasing with Supersampling Anti-Aliasing (SSAA), which creates a significantly smoother, more detailed image by internally rendering every element of the screen at a higher resolution. In other words, on a player's 1920x1080 monitor, 2X SSAA renders Last Light at 2688x1512 on the GPU before resizing the image to 1920x1080, increasing the amount of detail per pixel. At 3X SSAA the downsample resolution increases to 3264x1836, and at 4X SSAA it is 3840x2160, the resolution of next-gen “4K” monitors and screens.
To ensure maximum anti-aliasing quality, 4A continue to use AAA even when SSAA is enabled, simultaneously drawing on the strengths of both techniques. And because SSAA supersamples everything, AAA is also supersampled, doubling in quality when 4X SSAA is enabled."
guess all of us that dont have blurred aaa are just imagining it?
They say it is based on FXAA. I quoted it. You quoted it. I don't see your point.
Also, AAA is super sampled ONLY if you turn on super-sampling. The article we both referenced makes that perfectly clear. It is mentioned at the end of the section you quoted.
You said it was not FXAA. What word am I supposed to focus on? FXXA or not - that is the issue you brought up. So ♥♥♥♥ off.
0: DX9, 1: DX10, 2: DX11
I had to force DX11 because it wasn't loading correctly.