Nvidia DX11 AA-bits petition

As many of you know, Nvidia has AA-bits that can be used to force antialiasing in (some) games where AA is not natively supported or to improve the quality of AA vs. the ingame solution.

The problem: These bits are only available for DX9. There is a handful of DX10 games with predefined bits and for DX11 there is nothing. Many DX10/11 games exhibit visible aliasing even when the ingame-AA is enhanced to SGSSAA since we can no longer influence how and where the game applies antialiasing.

Therefore a petition was started today to get Nvidia to make efforts to supply those AA-bits for DX10/11, too.
https://forums.geforce.com/default/...for-directx-11-anti-aliasing-driver-profiles/

Pictures illustrating the shortcomings of ingame-AA and the possibilities of force AA are available in the petition thread over at Nvidia forums.
Your support of this petition would be greatly appreciated.
 
Most DX9 games supported hardware MSAA without any problems, because the games were rendering just a simple color image. Many DX10 and especially DX11 games are using rendering techniques that are incompatible with hardware MSAA (various forms or deferred rendering). MSAA works by averaging samples of color values, but if the game renderer doesn't directly render color values to the render target, MSAA doesn't have any clue what to do (it's not designed to handle other kinds of data).

This is why nvidia just cannot force antialiasing on for most of the new DX10/11 games. If you override the setting, there will be heavy graphics corruption (or even crashes). Forcing antialiasing on is no longer that easy. Nvidia has to program support separately for each game. Since graphics engines are becoming more and more complex, it's starting to be a really difficult task.
 
That wouldn't accomplish anything since there are 100's of game devs out there but only 2 IHVs. Much much easier.
At least it tells Nvidia that better AA modes are needed.
 
Too blurry and in too few games :(
If they at least gave us some custom downsampling filters, that would be something. Because it works in every game, so compatibility is great.
 
That wouldn't accomplish anything since there are 100's of game devs out there but only 2 IHVs. Much much easier.
You're missing the point. Control panel overrides are increasingly impossible and irrelevant as graphics moves away from fixed function and into programmable/compute. Accept it and talk to the folks who can actually implement what you want - i.e. developers. Especially engine developers.
 
Indeed, proper AA needs to be implemented on the engine side. Not practical to do on the IHV side except for simple DX9 games.
 
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