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If you have an NVIDIA GPU just download the program called NVInspector. This works like an advanced version of the NV Control Panel with a lot more options made visible. Open the game's profile with it and go to the "Antialiasing" part. You will see the first option which is "Antialiasing - Behavior Flags" - it will say Treat "Override any application setting" as "Application controlled", you don't want that so just change it to none. After this you can set any kind of AA the Control Panel supports but I really don't recommend using the traditional MSAA because it has the usual AA artifacts on the side of your screen in this game. Just use FXAA (if your GPU can handle it you can leave the in-game AA on too, both AA solutions combined results in really good image quality), it fits the game's image filtering really well.
It's a drivel. SSAA is the best type of AA and it greatly changes the picture, this game uses something else.
But you have not arguments too. And I have - this AA is very bad and the most aliasing remain with it.
You don't know it, don't worry)
http://images.akamai.steamusercontent.com/ugc/634231955681087449/6CA54EF3F26BC8FE8DC677CC3B5AB82BD036FE3E/
As you can see on the image vertical lines are smooth while the top of the car and all the other horizontal lines look really jaggy. And look at those wires, they really do look like ♥♥♥♥. The performance impact also proves that it's 2x1 SSAA you're seeing. Guess they chose this one because most of the environment looks nicer this way and you still don't have the performance destroying effect of 2x2.
What's your argument opposed to this? That the devs invented a new, resource heavy way of AA and they did this so it will look like ♥♥♥♥? :D
Look at the three in the left side of the screenshot. Both horizontal and vertical branches are smooth. Also a roof of the gasstation is also smooth. So it's not differ - horizontal or veltical line it is. Sometimes it works, but not always.
http://6.firepic.org/6/images/2015-08/05/hn2lh1vyj7e9.png
Look at this amazing vertical lines!
Anyway good day, dude, you know far too less for me to bother. And how about not quoting a novel next time?
If it is SSAA 2x1 how you said, this lines must be smooth.
Not vertical? Really? Maybe horizontal? Previous time you divide all lines to horizontal and vertical, and now you tell this ones are not vertical!
Does "the top of Vito's helmet" has vertical lines?!!
"how about not quoting"
Good question. I can offer you same.
Dude, you don't know anything. First time you said one thing, next time - another. And you imagine that you know how it works.
And you don't answer me.
If you want to see SSAA - try Metro: Last Light. This game provide 1.5x, 2x, 3x, 4x SSAA. So just see this and feel the difference. Maybe after this you will not say so stupid things next times.
This is what I'm talking about here:
http://i.imgur.com/nZDpCDy.png
What you see in more modern games like Metro Last Light is the 2x2, 3x3 or 4x4 SSAA actually, they just don't call it that anymore because 1x2 and 2x1 is non-existent tech these days basically, there is no point in using them.
I'm not "dissing" the technology, I'm just saying that Mafia is using it badly because when the game came out GPUs couldn't really handle the SSAA that has become widely known these days. Mafia 2 is kinda suspicious to me when it comes to the rendering resoultion too because 1080p here doesn't really look like real 1080p, the image is just not sharp enough and the aliasing is much worse than it should be be. The performance hit of using 1080p is also really small so my guess is that the game doesn't really renders in that resolution though it can come from filtering effects too. That can also lower the effect of SSAA simply because there is less resolution to double.
As for the lines in your pic: it's merely an example of how you can spot the differing vertical and horizontal rendering resolutions for sure and you don't have to look at it how it is in the 3D plane of the game. In 3d of course those are vertical lines but when you look at the image itself they are distorted (they go out to the left or to the light). The effect won't be the same every time you look at it because the angles are effecting the result, that's why you have to look at the absolutely horizontal or vertical lines. In the case of Vito's helmet there is a horizontal "line" at the top because that's how the polygons are placed there: the helmet is actually not a round object, it's polygonal.