Digital Foundry Article Technical Discussion Archive [2011]

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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?
 
Might be externally forced after disabling edge AA. Some are playing it that way with MSAA.

http://www.neogaf.com/forum/showpost.php?p=26761937&postcount=7106

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.
 
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.
 
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Also AFAIK Extreme is r_PostMSAA=2 + r_UseEdgeAA=3, there's no FXAA for sure.

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).
[default]
; default of this CVarGroup
= 3

r_DepthOfField=2
r_MotionBlur=2
r_sunshafts=1
r_UseEdgeAA=1
r_Flares=1
r_Coronas=1
r_colorgrading=2
r_GlowAnamorphicFlares = 1
r_RainMaxViewDist_Deferred=100
r_MotionBlurMaxViewDist = 100
r_PostMSAA = 1
r_PostMSAAEdgeFilterNV = 1

r_PostProcessHUD3DCache = 0
r_MotionBlurShutterSpeed = 0.0055
r_HDRBloomMul = 0.7

[1]
r_UseEdgeAA=0
r_RainMaxViewDist_Deferred=40
r_MotionBlurMaxViewDist = 16
r_PostMSAAEdgeFilterNV = 0
r_PostProcessHUD3DCache = 2

[2]
r_RainMaxViewDist_Deferred=100
r_MotionBlurMaxViewDist = 64
r_PostMSAAEdgeFilterNV = 0
r_PostProcessHUD3DCache = 2
 
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


r_PostMSAA=0 + r_UseEdgeAA=0 + r_PostMSAAEdgeFilterNV=1


r_PostMSAA=1 + r_UseEdgeAA=2 + r_PostMSAAEdgeFilterNV=0


r_PostMSAA=2 + r_UseEdgeAA=3 + r_PostMSAAEdgeFilterNV=0


r_PostMSAA=2 + r_UseEdgeAA=3 + r_PostMSAAEdgeFilterNV=1


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.
 
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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
 
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The custom config tool calls r_postMSAA=1 (the setting it modifies) 2x Quincunx. Is that accurate?
 
I noticed just now - didn't realise that this was Eurogamers sister site. Hopefully Eurogamer itself will host it soon as well.
 

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
We also massively beefed up our particle system this time round, improving the sorting and adding ribbons for missile trails. We've always used lower-resolution buffers for our particle rendering, but this time round we added geometry aware up-sampling to virtually eliminate the haloing of particles around solid objects that you would sometimes see.
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
 
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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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