View Full Version : Larger Resolutions and Downsampling
DurgeDriven
24 March 12, 04:40
I read the paragraph on this in the FXAA inject read me.
Thought I followed the instructions although I was not 100% on the
setting 29-30Hz minimum and editing downsampling rate.
Can someone run through it please.
I read the paragraph on this in the FXAA inject read me.
Thought I followed the instructions although I was not 100% on the
setting 29-30Hz minimum and editing downsampling rate.
Can someone run through it please.
I`d be quite interested in learning a bit more about this too...
Anyone?
Please...?
:mrgreen:
pCARS has FXAA built-in. And the new nVidia drivers have FXAA built-in also. Why would you use the FXAA injector?
Or am I missing something?
DurgeDriven
12 April 12, 17:42
pCARS has FXAA built-in. And the new nVidia drivers have FXAA built-in also. Why would you use the FXAA injector?
Or am I missing something?
Oh you do showup. :p
lol ;-)
Using a larger resolution than your screen resolution and have it downsampled will also get rid of jaggies:
Start softMCCS and save your EDID as Raylar EDID file. Start Pheonix and open the saved EDID file. Remove the "read only" command. Switch to Block 2 and Timing. Increase H and V Active resolution to your desired. (2,0x2,0 to your original resolution). Depening on you monitor increase the Pixel clock. You need minimum 29-30HZ in CARS. Save your changed Edid again. Open MonInfo and create the inf. Open the inf and change your Downsampling resolution and save. Install the inf and restart your PC. Run CARS DX11 with your Downsampling resolution.
I followed it okay till ........" you need minimum 29-30Hz "
After 2.0x2.0 I had a refresh of 148Hz or something but in another window was 18MHz ...something similar.
Not sure which / what to adjust to have it 29/30Mhz.
P.S. Like in 20 years I have never had to make a monitor.inf.
I wonder how hard that is to make ingame available (for the programmers) if it isn't already.
And also how, say, 2.7x DS + FXAA compares to their MSAA implementation performance-wise (2x2 looks a bit overkill at least for playable)
Can't help you, sorry :huh:
As far as I know you have to set the vertical and horizontal frequency independently so that in the end it matches 29/30 Hz.
pCARS has FXAA built-in. And the new nVidia drivers have FXAA built-in also. Why would you use the FXAA injector?
Or am I missing something?
Don`t think the FXAA etc is fully implemented in pCARS as of yet...
There was a time when settings like "High" etc didn`t work (at all maybe?)
Hence the use of injectors... :)
MickeyMouse
12 April 12, 23:16
I wonder how hard that is to make ingame available (for the programmers) if it isn't already.
And also how, say, 2.7x DS + FXAA compares to their MSAA implementation performance-wise (2x2 looks a bit overkill at least for playable)
MSAA has been around for some time. MSAA is relatively fast, but the full screen shaders so frequently used now days create artifacts, and it doesn't work at all with deferred shading (which is used in some recent AAA games), so FXAA has seen more usage lately. FXAA is simply a pixel shader effect itself, so it's pretty easy to implement and it runs well on recent hardware (faster than MSAA). The game has to be designed for FXAA, otherwise it makes everything pretty blurry unlike MSAA. If you want a technical description, check out the nVidia white paper (http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf).
Edit:
I should also mention that "injection" seems to be a hack that enable FXAA for games that don't natively support it. The quality will typically be worse than MSAA, or that of a game that actually supports it.
pCARS has FXAA built-in. And the new nVidia drivers have FXAA built-in also. Why would you use the FXAA injector?
Or am I missing something?
pCARS's built-in FXAA currently gives rather blurry results, the injected FXAA is much crisper. The nVidia driver FXAA could be a good alternative (saves the hassle with files), though quality and performance should be compared :)
Don`t think the FXAA etc is fully implemented in pCARS as of yet...
There was a time when settings like "High" etc didn`t work (at all maybe?)
Hence the use of injectors... :)
The forum is down for maintenance at the moment so I can't grab a link; but IIRC, Griff mentioned he was in the process of reworking the in-game FXAA which will ultimately be as good (if not better) than the injector.
The forum is down for maintenance at the moment so I can't grab a link; but IIRC, Griff mentioned he was in the process of reworking the in-game FXAA which will ultimately be as good (if not better) than the injector.
Yeh I think I heard something about that too Mahjik...
Sounds good. Looking forward to it. :)
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