Crystar

Crystar

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Why the anti-alias is important for the game resolution?
Hi everyone.I want to know how the Anti-alias work with the game resolution.You can find it starting the game,in the setting square.
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Showing 1-8 of 8 comments
Red Aug 31, 2019 @ 4:13pm 
If I remember correctly, the game's anti-aliasing is multi-sample anti-aliasing, which basically multiplies the internal rendering resolution by a certain factor. That's basically what you'd get by downscaling.
Homura Supremacy Sep 1, 2019 @ 11:09am 
Originally posted by Red:
If I remember correctly, the game's anti-aliasing is multi-sample anti-aliasing, which basically multiplies the internal rendering resolution by a certain factor. That's basically what you'd get by downscaling.
So,you are telling me that if the is no anti-alias,the gane will run with a better resolution?
Red Sep 1, 2019 @ 12:32pm 
Originally posted by Andres 05:
Originally posted by Red:
If I remember correctly, the game's anti-aliasing is multi-sample anti-aliasing, which basically multiplies the internal rendering resolution by a certain factor. That's basically what you'd get by downscaling.
So,you are telling me that if the is no anti-alias,the gane will run with a better resolution?
No, if you disable the anti-alisaing, the game will run at the specified resolution. If you enable the AA however, 8xMSAA is almost like downscaling 8K to 1080p (if you're using a 1080p monitor that is), except it has a lighter performance impact compared to actual supersampling (SSAA). So whether you're using MSAA or SSAA, it will look much better than the base internal resolution.
Last edited by Red; Sep 1, 2019 @ 12:33pm
Homura Supremacy Sep 1, 2019 @ 12:38pm 
Originally posted by Red:
Originally posted by Andres 05:
So,you are telling me that if the is no anti-alias,the gane will run with a better resolution?
No, if you disable the anti-alisaing, the game will run at the specified resolution. If you enable the AA however, 8xMSAA is almost like downscaling 8K to 1080p (if you're using a 1080p monitor that is), except it has a lighter performance impact compared to actual supersampling (SSAA). So whether you're using MSAA or SSAA, it will look much better than the base internal resolution.
Thanks,dude.
Harvestasya Sep 1, 2019 @ 5:31pm 
Originally posted by Red:
If I remember correctly, the game's anti-aliasing is multi-sample anti-aliasing, which basically multiplies the internal rendering resolution by a certain factor. That's basically what you'd get by downscaling.

You're talking about SSAA: https://en.wikipedia.org/wiki/Supersampling, but the game seems to use the standard Unity's MSAA which is why the performance hit is minimum and everything still looks jagged as f*ck no matter how high you turn it up. A way to really smooth it out is creating a higher "virtual resolution" on the graphics card control panel and then telling the game to use that.
Last edited by Harvestasya; Sep 1, 2019 @ 5:33pm
Red Sep 2, 2019 @ 5:01am 
Originally posted by Raúl DJ:
Originally posted by Red:
If I remember correctly, the game's anti-aliasing is multi-sample anti-aliasing, which basically multiplies the internal rendering resolution by a certain factor. That's basically what you'd get by downscaling.

You're talking about SSAA: https://en.wikipedia.org/wiki/Supersampling, but the game seems to use the standard Unity's MSAA which is why the performance hit is minimum and everything still looks jagged as f*ck no matter how high you turn it up. A way to really smooth it out is creating a higher "virtual resolution" on the graphics card control panel and then telling the game to use that.
Yeah, I confused SSAA and MSAA in my first post, but checked the difference for my second one.

Also, I didn't know Unity's MSAA was bad, is there any reason why their implementation is worse than others?

Aside from that, yeah, I agree SSAA / supersampling is the way to go if you can. I know my GPU's control panel just won't give me the option, probably because it's a mobile GPU...
Harvestasya Sep 2, 2019 @ 5:47am 
Originally posted by Red:
Also, I didn't know Unity's MSAA was bad, is there any reason why their implementation is worse than others?

Aside from that, yeah, I agree SSAA / supersampling is the way to go if you can. I know my GPU's control panel just won't give me the option, probably because it's a mobile GPU...

I don't know if it's better or worse than others, but I never had a lot of good results using MSAA in several games. I did some sh*t on Unity some months ago and the default MSAA option (QualitySettings.antiAliasing) didn't do a lot despite setting it to the maximum value (8), so I think these devs probably just used that method.

About the "DSR" thing, my 1060 6GB can run this at 4K, 75 FPS with MSAA at 8x most of the time (not in the menus for some reason), so the game itself can run quite fast even on modest cards. I guess this is what happens when you use a proper game engine like Unity instead of your typical obscure, "proprietary", japanese one.
Last edited by Harvestasya; Sep 2, 2019 @ 5:49am
Red Sep 2, 2019 @ 8:38am 
Originally posted by Raúl DJ:
Originally posted by Red:
Also, I didn't know Unity's MSAA was bad, is there any reason why their implementation is worse than others?

Aside from that, yeah, I agree SSAA / supersampling is the way to go if you can. I know my GPU's control panel just won't give me the option, probably because it's a mobile GPU...

I don't know if it's better or worse than others, but I never had a lot of good results using MSAA in several games. I did some sh*t on Unity some months ago and the default MSAA option (QualitySettings.antiAliasing) didn't do a lot despite setting it to the maximum value (8), so I think these devs probably just used that method.

About the "DSR" thing, my 1060 6GB can run this at 4K, 75 FPS with MSAA at 8x most of the time (not in the menus for some reason), so the game itself can run quite fast even on modest cards. I guess this is what happens when you use a proper game engine like Unity instead of your typical obscure, "proprietary", japanese one.
Uh, I remember Unity having performances ranging from "alright" to "terrible" until they updated the engine. Games that made the switch to newer versions had pretty huge performance boosts, for instance Besiege and TABS. The engine in itself seems to be kind of a mess due to what it's built upon (C#), even though it looks much more stable now.
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