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Enabling anti-aliasing in Unreal Tournament 3 via nHancer,

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    #16
    Also instead of posting how it works why not show people that it does truly work by posting pics where you don't have to point out where it is working. If 4xFSAA is working correctly then the improvements will be immediately obvious. Haven't any of you ever wondered why there have never been any pictures shown by ANY technical site of DX9 UT3 or Gears running AA when that is usually standard for any major graphically feature laden game? But please show us all that FSAA works correctly when you force it. Prove even the person who wrote the tweak guide wrong. Let's clear the issue up once and for all with visible proof of properly working AA with UT3 using either XP or Vista ... according to the tweakguide and other info on DX9 I have read it isn't possible due to the way UE3 handles shaders basically and there is no DX10 code in UT3 atm so I am really dying to see someone do the impossible.

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      #17
      Ok,
      Here are 3 Pics, taken on the Tower on Torlan, once without AA, once with 4x Multisampling, and one with 2x2 FSAA, i marked a few Spots.

      2x2 FSAA (that means the Picure is renderet in twice their real height and width, thats the reason why the Shaders dont ruin that ones):
      http://img156.imageshack.us/img156/8...amplingwp1.jpg

      4x Multisampling:
      http://img246.imageshack.us/img246/3...amplingfd8.jpg

      And for Compare, nothing:
      Special notice the white Trail of the Orb, thats the Real problem. On the normal Geometric edges, Multisampling works fine, but that is an Shader-effect.
      http://img214.imageshack.us/img214/8200/nothingco1.jpg

      //edit: fixed the Links. Stupid Imageshack.

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        #18
        Originally posted by Scheibenwischer View Post
        Ok,
        Here are 3 Pics, taken on the Tower on Torlan, once without AA, once with 4x Multisampling, and one with 2x2 FSAA, i marked a few Spots.

        2x2 FSAA (that means the Picure is renderet in twice their real height and width, thats the reason why the Shaders dont ruin that ones):


        4x Multisampling:


        And for Compare, nothing:
        Special notice the white Trail of the Orb, thats the Real problem. On the normal Geometric edges, Multisampling works fine, but that is an Shader-effect.
        Perhaps you could fix the links? You are linking to thumbnails right now.

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          #19
          Originally posted by AnubanUT2 View Post
          No you cannot force AA ... I have read enough technical articles on the web so I know what I am talking about ... believe what you want to but maybe you should read more and learn to listen to people who have a much better grasp on technology than you (and no I am not talking about me ... I am talking the numerous number of technical folks who write articles that cover this online).

          Why not read what I pointed to instead of taking offense so quickly and telling people things that are not true ...
          You're a ******.

          With an NVIDIA graphics card you can set AA right in the control panel. The performance hit is a little worse than it would be if directly supported, but I can still run 8x CSAA (default 8x on any 8-series card) with decent performance. It looks absolutely beautiful.

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            #20
            Originally posted by btcomm View Post
            Perhaps you could fix the links? You are linking to thumbnails right now.
            Ooops, my Fault. Fixed.

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              #21
              Here, try this, one is with coverage-sampling, one is without. As you can see, it does improve image quality, but as I said earlier, it isn't as nice as BF2, and it's apparently just blurring the aliasing, but not "badly" like some other games.
              http://i271.photobucket.com/albums/j...UT3AAtest2.png
              http://i271.photobucket.com/albums/j...T3AAtest2a.png

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