Still getting bad Anti-Aliasing on ultra settings and I am not sure why. Its extremely noticeable when items / characters are highlighted. Any ideas on how to get rid of it and smooth it? I’ve noticed the same settings dont get any AA on my laptop.
I am using the following:
4070 Super
64GB Ram
7800X3D
2560x1440 185hz
G-Sync Built in but is disabled.
Game Graphics Settings: Ultra
AA Settings:
Multi Sample: CMAA 2 / Color x8 / Depth x8
Triple Buffering: Enabled
Texture Filtering: 8x Ansiotropic (Might be 16x if game allows)
Ambient Occlusion: Fiedelity FX CACAO
Raytracing: Fair
Resample Quality: Fidelity FX FSR
Graphics API: DX12
Additional GPU Settings: All enabled
Make sure that the resolution scale is set to 100% and make sure that there are no modified resolution scaling settings in the Nvidia control panel.
It’s possible that when you installed Nvidia drivers, you also installed the new Nvidia app(think they are finally retiring Geforce Experience) with it and if you did, it might have some auto-optimized settings that might mess with your resolution scaling at the driver level. They should be called image scaling and DSR (dynamic super resolution).
Image scaling is for when you render at a lower resolution and upscale to a higher resolution and DSR is for the opposite where you render at a higher resolution and downscale to a lower resolution(basically a glorified AA solution that wastes a bunch more power). Your issue would likely be tied to the image scaling part though, since DSR tends to make for an even better form of AA.
As for the highlighting outline issue, make sure that outlines are set to high or w/e the highest setting is. But they are likely rendered in their own stencil render pass and AA settings might not apply the same for it.
Last possible thing that might affect things would be VSR(variable shading rate), turn it off.
Yeah now that I’m thinking about it, around when this expansion came out, I think I noticed a similar issue to this as well. For me, it wasn’t everywhere and all the time, but in some areas, I would see a pixelated outline around the meshes. It wasn’t the actual mesh causing the aliasing though. I think it had more to do with the volumetrics/particle effects.
From a more technical standpoint, my guess is that in some situations, the engine uses a lower precision or lower resolution depth or stencil buffer. If the stencil outline cutout for a mesh is aliased and/or if the depth buffer has a lot of banding in it due to using a lower precision level(for instance: 8 bits is only 256 total shades of gray that it can be, so you can see banding more easily), then when you go to slap all the various deferred buffers together to make a final image, those jagged edges and/or depth buffer bands are going to affect all the blending when it goes to blend the transparent effects to create the almost completed composited frame(there are some other steps before the frame is finished and displayed, like tonemapping and such).
There is also the Nvidia angle of the issue as well. Drivers have been known to cause precision issues with things like this in the past as well. Not sure if it’s the culprit this time around, but it’s just a possibility