Hunt: Showdown 1896

Hunt: Showdown 1896

Patriot03 6. feb. 2021 kl. 12:15
Does this game have TAA Anti-Aliasing?
I tried to search the forum first for discussion related to this but I almost gather that this game just uses SMAA with people giving the odd opinion on TAA but not saying for certain whether the game has it as an option.

I know TAA looks blurry at 1080p and most people play at that res but at 1440p TAA is the best AA short of straight up Super sampling and even then the best results come from combining both. - Other methods simply fail to eradicate temporal aliasing and as such look like a half measured attempt.

I don't want to make the mistake of buying another game full of foliage that for some reason doesn't support TAA Anti-Aliasing, it's patently necessary for games with lots of foliage because without it I have to render at twice my monitor's resolution to get some semblance of quality AA and that's too performance demanding in modern titles.


SMAA is sharp but it also skimps on the job of actually being a quality AA solution. I think both should be options for individual users since everyone has different preferences and would simply like to know if this game has TAA or not as my purchase depends on it.
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cryprotree 16. feb. 2021 kl. 11:44 
AFAIK Cryengine does parallax occlusion mapping that utilizes grey-scale image as height-map. I fail to see what that has to do with a post-processing anti-aliasing filter such as SMAA, that applies to whole image anyway.
Patriot03 16. feb. 2021 kl. 12:04 
Oprindeligt skrevet af CJ:
Look dum-dum, I know what I'm talking about. Tessellation will improve jagged lines over textures if the program was created with the intention of having it on, because the normal maps play nicer with the textures and geometry. If tessellation is turned off to improve performance, then it also sacrifices smoothness of edges. I am a 3d artist, I think I have a pretty clear idea what I'm talking about. Specifically because I've dealt with this problem before. It's probably why my game looks smooth and yours doesnt, so go ahead and be wrong. Enjoy your jagged-ass edges.

I'm actually a 3d Artist among other things and what you said is just bunk. Tessellation has nothing to do with Aliasing artifacts so please just stop. You tried to act like you knew these secret Nvidia settings to solve all of our problems but it's just not the case. Period.

In older games you could perhaps enable MSAA, but that was a decade ago.

This game lacks an effective TAA implementation and there is nothing WE can do about it besides render the game at 2x native resolution with DSR to obtain something close to SSAA x4 results but that's too expensive to do in a shooter like this even with a 2080 ti if you care about FPS.

That's the end of this conversation until something changes, if an update comes out and changes this then great I'd love to see the notification but you talking about tessellation is of no value to anyone here, neither are other unrelated graphics toggles.
Sidst redigeret af Patriot03; 16. feb. 2021 kl. 12:10
Excalibrrr 16. feb. 2021 kl. 16:06 
Like I said, enjoy your jagged edges. I'll be playing my nice smooth game. Can lead a horse to water, cant make him drink.
DBTCLCTR 16. feb. 2021 kl. 16:37 
I run the game at 1440 and it looks pretty decent with antialisaing completely off because of the boost to resolution. I get lots of frames too, around 140 most of the time. i9 9900 and 8gb 2080
Honeymonstis 17. feb. 2021 kl. 5:50 
Oprindeligt skrevet af CJ:
Look dum-dum, I know what I'm talking about. Tessellation will improve jagged lines over textures if the program was created with the intention of having it on, because the normal maps play nicer with the textures and geometry. If tessellation is turned off to improve performance, then it also sacrifices smoothness of edges. I am a 3d artist, I think I have a pretty clear idea what I'm talking about. Specifically because I've dealt with this problem before. It's probably why my game looks smooth and yours doesnt, so go ahead and be wrong. Enjoy your jagged-ass edges.
I dont care that you are 3d artist as most 3d artist know next to NOTHING about how the technical aspects of 3d graphics actually work.
Tessellation is a trick to sub div your mesh based on a distance (most cases the "camera"). It is useful in real time graphics only when used to smooth out objects and add details at closer ranges while keeping the low detail at said distance. Tessellation helps with MESH quality and not with pixel stuff like aliasing.
Aliasing is a technical limitation of rasterization and has nothing to do with mesh quality (although certain shapes are move prone to show said limitation).
Honeymonstis 17. feb. 2021 kl. 5:55 
Oprindeligt skrevet af DBTCLCTR:
I run the game at 1440 and it looks pretty decent with antialisaing completely off because of the boost to resolution. I get lots of frames too, around 140 most of the time. i9 9900 and 8gb 2080
glad to hear it. Some people are more annoyed and frustrated by aliasing than others. I am one of the people who dont care about screen tearing but I know it is a big annoyance to others.
Best you can do in Hunt is rendering the game at a higher resolution until you are okay with the amount of jaggies and then lower lighting quality until you get decent performance.
Excalibrrr 17. feb. 2021 kl. 11:16 
Oprindeligt skrevet af Honeymonstis:
Oprindeligt skrevet af CJ:
Look dum-dum, I know what I'm talking about. Tessellation will improve jagged lines over textures if the program was created with the intention of having it on, because the normal maps play nicer with the textures and geometry. If tessellation is turned off to improve performance, then it also sacrifices smoothness of edges. I am a 3d artist, I think I have a pretty clear idea what I'm talking about. Specifically because I've dealt with this problem before. It's probably why my game looks smooth and yours doesnt, so go ahead and be wrong. Enjoy your jagged-ass edges.
I dont care that you are 3d artist as most 3d artist know next to NOTHING about how the technical aspects of 3d graphics actually work.
Tessellation is a trick to sub div your mesh based on a distance (most cases the "camera"). It is useful in real time graphics only when used to smooth out objects and add details at closer ranges while keeping the low detail at said distance. Tessellation helps with MESH quality and not with pixel stuff like aliasing.
Aliasing is a technical limitation of rasterization and has nothing to do with mesh quality (although certain shapes are move prone to show said limitation).
Want to know how I know that you dont know what youre talking about? What do you think mesh is displayed in? Pixels.
Patriot03 17. feb. 2021 kl. 11:32 
^lol wow. CJ I don't know why you think you know what you're talking about but you really really don't.

Everything important has been explained in detail as to why it has nothing to do with aliasing but you just keep going, I could've complained about Aliasing artifacts in a game with no AA setting at all and you'd say "Well the aliasing would be different if the devs just used higher poly models"

That's what you're saying. 3D model quality has NOTHING - NOTHING AT ALL to do with Aliasing artifacts. Period, that's it. Done.
Sidst redigeret af Patriot03; 17. feb. 2021 kl. 11:34
Excalibrrr 17. feb. 2021 kl. 12:23 
You can be wrong, thats fine. It's working perfectly well for me, so go ahead and have a worse quality experience lol
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