Digital Foundry Article Technical Discussion Archive [2011]

Discussion in 'Console Technology' started by user542745831, Dec 31, 2010.

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  1. Laa-Yosh

    Laa-Yosh I can has custom title?
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    With deferred rendering?

    Also, is that dithering I see on direct feed X360 screenshots or what, it's supposed to be film grain or something?
     
  2. MJP

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    Certainly not in the DX9 version...
     
  3. (((interference)))

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    So is there GI in multiplayer?

    The configs have e_GI=0 for both SP and MP which can't be right
     
  4. jlippo

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    This, combined with a low amount of texture cache on GPU.
     
  5. stofcri

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    Hey gentlemen, are we in consoles tech forum or PC tech forum??I'm totally lost ...
     
  6. Neb

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  7. MJP

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    You can't force MSAA for a deferred renderer, it has to be implemented in the shaders. You can *kinda* do it for a light prepass-type renderer by just turning on MSAA for the second geometry pass, but end up with bad artifacts on the edges since the lighting is still done per-pixel instead of per-sample. I can't really tell what's going on in that dude's screenshot, since the heavy DOF is completely obscuring all of the edges.
     
  8. Hotcooler

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    I have not found FXAA to be honest in there. Plus 4xAA (through r_PostMSAA=2) is flickering like hell for me on GTX580. There is also edge AA in there (r_UseEdgeAA = 3) but IMO there is only improvement until 2, since 3 tries to AA trees and all the other stuff making it all look quite blurry. Any way, one thing that can be FXAA is this - r_PostMSAAEdgeFilterNV = 1 , but I personally could no find much difference to r_PostMSAA=1 + r_UseEdgeAA=2 combo, though it had some strange performance hit in some places. And since I was aming to have 1200p@60 Vsync that was no good.

    But if anyone want to see some comparison shots of it all and it's combinations, I can do that.

    Also AFAIK Extreme is r_PostMSAA=2 + r_UseEdgeAA=3, there's no FXAA for sure.
     
    #828 Hotcooler, Mar 29, 2011
    Last edited by a moderator: Mar 29, 2011
  9. Neb

    Neb Iron "BEAST" Man
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    Not fully correct as this cvar also gets activated in "Extreme" mode. This should be FXAA.

    "r_PostMSAAEdgeFilterNV = 1"

    "Sys_Spec_PostProcessing.cfg" (retail games config file).
     
  10. Hotcooler

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    OK. Some test SShots. Not the best situation, but dont have time to play the game now to get to another save point.

    r_PostMSAA=0 + r_UseEdgeAA=0 + r_PostMSAAEdgeFilterNV=0
    [​IMG]

    r_PostMSAA=0 + r_UseEdgeAA=0 + r_PostMSAAEdgeFilterNV=1
    [​IMG]

    r_PostMSAA=1 + r_UseEdgeAA=2 + r_PostMSAAEdgeFilterNV=0
    [​IMG]

    r_PostMSAA=2 + r_UseEdgeAA=3 + r_PostMSAAEdgeFilterNV=0
    [​IMG]

    r_PostMSAA=2 + r_UseEdgeAA=3 + r_PostMSAAEdgeFilterNV=1
    [​IMG]

    Basically out of all this modes I still personally prefer r_PostMSAA=1 + r_UseEdgeAA=2. And there is no FXAA I'm 200% sure about it. (Edit: It's definately doing something, but it seems that edgeAA is not doing anything...) FXAA IMO should be a driver level hack in Nvidia's driver, like 3D.
     
    #830 Hotcooler, Mar 30, 2011
    Last edited by a moderator: Mar 30, 2011
  11. Hotcooler

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    Dont mind the last post.

    Here's much more comprehensive one.

    r_PostMSAA=0 + r_UseEdgeAA=0 + r_PostMSAAEdgeFilterNV=0
    http://openpandora.info/hosting/upload/files/2011-03/d27a2e.png

    r_PostMSAA=0 + r_UseEdgeAA=0 + r_PostMSAAEdgeFilterNV=1
    http://openpandora.info/hosting/upload/files/2011-03/3903a1.png

    r_PostMSAA=0 + r_UseEdgeAA=1 + r_PostMSAAEdgeFilterNV=0
    http://openpandora.info/hosting/upload/files/2011-03/62c75c.png

    r_PostMSAA=0 + r_UseEdgeAA=0 + r_PostMSAAEdgeFilterNV=1
    http://openpandora.info/hosting/upload/files/2011-03/5761dd.png

    r_PostMSAA=0 + r_UseEdgeAA=2 + r_PostMSAAEdgeFilterNV=0
    http://openpandora.info/hosting/upload/files/2011-03/be5fc9.png

    r_PostMSAA=0 + r_UseEdgeAA=2 + r_PostMSAAEdgeFilterNV=1
    http://openpandora.info/hosting/upload/files/2011-03/77c91d.png

    r_PostMSAA=1 + r_UseEdgeAA=0 + r_PostMSAAEdgeFilterNV=0
    http://openpandora.info/hosting/upload/files/2011-03/054be8.png

    r_PostMSAA=1 + r_UseEdgeAA=0 + r_PostMSAAEdgeFilterNV=1
    http://openpandora.info/hosting/upload/files/2011-03/eccf27.png

    r_PostMSAA=1 + r_UseEdgeAA=1 + r_PostMSAAEdgeFilterNV=0
    http://openpandora.info/hosting/upload/files/2011-03/b9bb4d.png

    r_PostMSAA=1 + r_UseEdgeAA=1 + r_PostMSAAEdgeFilterNV=1
    http://openpandora.info/hosting/upload/files/2011-03/f9dedb.png

    r_PostMSAA=1 + r_UseEdgeAA=2 + r_PostMSAAEdgeFilterNV=0
    http://openpandora.info/hosting/upload/files/2011-03/90b510.png

    r_PostMSAA=1 + r_UseEdgeAA=2 + r_PostMSAAEdgeFilterNV=1
    http://openpandora.info/hosting/upload/files/2011-03/b88bae.png

    r_PostMSAA=1 + r_UseEdgeAA=3 + r_PostMSAAEdgeFilterNV=0
    http://openpandora.info/hosting/upload/files/2011-03/43e7d4.png

    r_PostMSAA=1 + r_UseEdgeAA=3 + r_PostMSAAEdgeFilterNV=1
    http://openpandora.info/hosting/upload/files/2011-03/c28472.png

    r_PostMSAA=2 + r_UseEdgeAA=0 + r_PostMSAAEdgeFilterNV=0
    http://openpandora.info/hosting/upload/files/2011-03/786718.png

    r_PostMSAA=2 + r_UseEdgeAA=0 + r_PostMSAAEdgeFilterNV=1
    http://openpandora.info/hosting/upload/files/2011-03/73975e.png

    r_PostMSAA=2 + r_UseEdgeAA=1 + r_PostMSAAEdgeFilterNV=0
    http://openpandora.info/hosting/upload/files/2011-03/887d2c.png

    r_PostMSAA=2 + r_UseEdgeAA=1 + r_PostMSAAEdgeFilterNV=1
    http://openpandora.info/hosting/upload/files/2011-03/6dd871.png

    r_PostMSAA=2 + r_UseEdgeAA=2 + r_PostMSAAEdgeFilterNV=0
    http://openpandora.info/hosting/upload/files/2011-03/41685f.png

    r_PostMSAA=2 + r_UseEdgeAA=2 + r_PostMSAAEdgeFilterNV=1
    http://openpandora.info/hosting/upload/files/2011-03/5a087f.png

    r_PostMSAA=2 + r_UseEdgeAA=3 + r_PostMSAAEdgeFilterNV=0
    http://openpandora.info/hosting/upload/files/2011-03/f21ea7.png

    r_PostMSAA=2 + r_UseEdgeAA=3 + r_PostMSAAEdgeFilterNV=1
    http://openpandora.info/hosting/upload/files/2011-03/eeb6d7.png



    Very interesting results for me actually... Also I seem to have missed that edgeAA=1 in retail, will test.
    Edit: Added r_UseEdgeAA=1 to the mix.

    My personal guess, that r_UseEdgeAA=1 is EdgeAA for ATI, and r_PostMSAAEdgeFilterNV=1 is the Nvidia compatible one. Since I'm running 580GTX and r_UseEdgeAA seem to do nothing at all. Also I doubt that r_PostMSAA=2 is MSAA 4x - more likely just some different method of doing the same as r_PostMSAA=1, and it seems to be worse on my card.

    P.S. If anyone interested, I'm running on "Very high" with this config added to it :
    Code:
    con_restricted=0
    g_skipIntro=1
    cl_fov=75
    pl_movement.power_sprint_targetFov=75
    i_mouse_accel=0
    i_mouse_smooth=0
    r_motionblur=2
    cl_zoomToggle=1
    r_TexMaxAnisotropy=16
    cl_crouchtoggle=1
    g_enableInitialLoginScreen=0
    r_UseSoftParticles=1
    r_DepthOfFieldBokehQuality=1
    r_Fur=1
    r_pointslightshafts=1
    r_WaterReflectionsQuality=3
    r_HDRTexFormat=1
    e_CoarseShadowMask=1
    e_GIGlossyReflections=1
    e_GISecondaryOcclusion=1
    e_ParticlesCoarseShadowMask=1
    e_ParticlesLightsViewDistRatio=512
    e_ShadowsCastViewDistRatioLights=2
    e_ViewDistRatioPortals=100
    e_LodCompMaxSize=20
    e_DynamicLightsMaxCount=1024
    e_TerrainDetailMaterialsViewDistXY=4096
    e_TerrainDetailMaterialsViewDistZ=256
    e_RecursionViewDistRatio=2
    ca_FacialAnimationFramerate=30
    ca_FacialAnimationRadius=60
    ca_cloth_air_resistance=1
    es_DebrisLifetimeScale=8
    g_muzzleFlashCullDistance=50000
    g_rejectEffectCullDistance=800
    g_corpseUnseenTime=300
    g_corpseManager_maxNum=20
    g_corpseMinDistance=200
    g_corpseMinTime=300
    g_breakage_particles_limit=250
    r_DynTexMaxSize=155
    r_DetailDistance=40
    r_VegetationSpritesTexRes=128
    r_TexAtlasSize=4096
    r_UseParticlesHalfRes=0
    r_UseMergedPosts=3
    r_RainMaxViewDist_Deferred=200
    e_LodRatio=40
    e_LodCompMaxSize=20
    e_TerrainLodRatio=0.2
    e_RecursionViewDistRatio=2
    e_TerrainDeformations=1
    e_GIIterations=32
    e_GICache=0
    e_GsmCastFromTerrain=1
    e_ShadowsSlopeBias=1
    r_ColorGradingChartsCache=0
    r_DynTexSourceSharedRTHeight=512
    r_DynTexSourceSharedRTWidth=512
    r_DynTexAtlasDynTexSrcSize=32
    ai_DynamicHidespotsEnabled=1
    e_ViewDistRatioLights=100
    r_GeomInstancing=1
    r_DepthOfFieldStencilPrepass=1
    r_ReflectionsQuality=3
    r_WaterCausticsDeferred=2
    e_VegetationBending=2
    
    gpu_Particle_Physics=1
    g_battleDust_enable=1
    i_lighteffects=1
    e_LodMin=0
    e_Lods=0
    e_MaxViewDistSpecLerp=2
    e_ObjQuality=4
    e_OcclusionCullingViewDistRatio=2
    e_ProcVegetation=1
    e_VegetationSpritesDistanceCustomRatioMin=2
    e_VegetationSpritesDistanceRatio=3
    e_ViewDistMin=20
    e_ViewDistRatio=200
    e_ViewDistRatioCustom=200
    e_ViewDistRatioDetail=200
    e_ViewDistRatioLights=100
    e_ViewDistRatioVegetation=200
    e_streamCgf=0
    r_RainMaxViewDist_Deferred=200
    
    e_ParticlesQuality=4
    e_ParticlesEmitterPoolSize=8192
    e_ParticlesMaxScreenFill=256
    e_ParticlesMinDrawPixels=1
    e_ParticlesObjectCollisions=2
    e_ParticlesPoolSize=16384
    e_PhysFoliage=2
    g_joint_breaking=1
    
    e_GsmCache = 0
    e_GsmLodsNum = 5
    e_GsmRange = 3
    e_Shadows = 1
    e_ShadowsCastViewDistRatio = 1.6
    e_ShadowsMaxTexRes = 2048
    e_ShadowsOnAlphaBlend = 1
    r_ShadowBlur = 3
    r_ShadowJittering = 3
    
    r_PostMSAAEdgeFilterNV=0
     
    #831 Hotcooler, Mar 30, 2011
    Last edited by a moderator: Mar 30, 2011
  12. N_B

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    The custom config tool calls r_postMSAA=1 (the setting it modifies) 2x Quincunx. Is that accurate?
     
  13. Arwin

    Arwin Now Officially a Top 10 Poster
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  14. Npl

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  15. Arwin

    Arwin Now Officially a Top 10 Poster
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    I noticed just now - didn't realise that this was Eurogamers sister site. Hopefully Eurogamer itself will host it soon as well.
     
  16. Yemeth

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  17. N_B

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  18. Gitaroo

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    didnt read the article yet but I thought MS3 is always full 720p for 3d.
     
  19. KKRT

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    Wow, the best article in months. Great job Grandmaster.

    Some questions, where's MLAA processing in this chart? Viewport Rendering?
    http://images.eurogamer.net/assets/articles//a/1/3/4/5/5/3/5/tech3.BMP.jpg

    and
    This one is big. I think its for the first time used in-game. Is there any chance for inside of the milliseconds GPU/CPU cost?
    They should just phone to Polyphony and gave them this tech.
    And i'm curious how similar it is to this technique http://http.developer.nvidia.com/GPUGems3/gpugems3_ch23.html
     
    #839 KKRT, Apr 2, 2011
    Last edited by a moderator: Apr 3, 2011
  20. Arwin

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    Yes, I cannot recommend this article enough. I'm finding it hard to see all these Crysis 2 threads sometimes knowing that this game came out at the same time, though of course I realise it's not a multi-platform title nor a licensable game engine with an extensive content creation pipeline ...
     
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