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Question about enhancing antialiasing #58
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dgVoodoo just converts the application to D3D11/12. So, it cannot affect what additional steps a driver in the background does, it cannot affect vendor-specific postprocess antialiasing. |
I'm using application profiles for this to work usually, yes. Thing is, enhancing works when msaa support is present, like dgvoodoo provides, it's just doesn't work how it should when dgvoodoo is activated. Changing APIs doesn't seem to help, and I kinda understand that all these different levels of wrapping and enhancing make everything very convoluted. So I have another suggestion maybe, would it be hard to add to dgvoodoo feature to force transparency multisampling directly too? Same way it already does with msaa, just some form of alpha to coverage this time. |
Hmm.. strange. What I don't really understand is, what the difference is between regular D3D11/12 applications and 'converted' by dgVoodoo ones. All should appear as a common D3D11/12 apps to the driver.
Uh, I don't know yet, it may break some rendering techniques, but I'll have a look at and consider it some day. |
Actually I can't say anything from the top of my head about D3D11/12 apps, but with D3D9 ones forcing aa rarely straightforward even by default, sometimes there's need to specify compatibility bits in application profile to avoid bugs, honestly I've no idea how it all stacks together under the hood, with wrapping on top. That's why I think making dgvoodoo independent of driver settings wouldn't be a bad idea, at least in some cases. Of course it'd be better to lock it away in extended options, with a warning about using it at your own risk and all that. |
Hello guys, this software really is an amazing tool! I've been using it so I can play DX9 games in glorious HDR using Window's 11 AutoHDR feature! I was hopping that "alpha to coverage" can be implemented in the next dgvoodoo update. Is that a possibility please? As we know, translating between two generation API's is never without its issues. I'm having the same exact issue with Final Fantasy XIII, XIII-2 as shown in this link. Joshua-Ashton/d9vk#103 |
I don't know for sure how things are with AMD, but with Nvidia there's a possiblity to enhance msaa through driver and there're two types of enhanced aa you can use: trssaa and sgssaa, I'm using Nvidia inspector to set it up usually. Trsaa works only on transparencies and is more lightweight and sgssaa is more thourough and performance heavy. And during my tests I noticed that dgvoodoo actually accepts enhancing, but whatever type I choose it seems that it always comes out as sgssaa, judging by the image quality and by the way it maxes out videocard during particle heavy effects.
For example, Anno 1701 randomly stutters by itself for some reason on my pc, and it conflicts with sgssaa giving very blurry picture when enabled, but looks perfectly fine with trssaa. Dgvoodoo helps by removing all the stutters, but game stays blurry no matter what type of aa I choose.
So my question is, is it some kind of bug or it's how wrapping works and nothing could be done about it? Would be nice to have correct trssaa support in games that don't need anything more thorough.
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