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Question about enhancing antialiasing #58

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Lrflx opened this issue Mar 23, 2021 · 5 comments
Open

Question about enhancing antialiasing #58

Lrflx opened this issue Mar 23, 2021 · 5 comments

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@Lrflx
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Lrflx commented Mar 23, 2021

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.

@Lrflx Lrflx changed the title Question about enchancing antialiasing Question about enhancing antialiasing Mar 23, 2021
@dege-diosg
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dege-diosg commented Mar 24, 2021

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 not an expert at all in nVidia control panel, but my guess is that the game in question needs an application profile, or, if it already has one then that profile is a D3D8/9 one and the configuration for the game does not take effect when the game is rendering through D3D11/12. If I remember right, somebody talked about the same or similar problem in the forum earlier and modifying the profile to D3D11(?) (if it's possible somehow) solved the problem.

@Lrflx
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Lrflx commented Mar 24, 2021

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.

@dege-diosg
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dege-diosg commented Mar 26, 2021

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.

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.

Uh, I don't know yet, it may break some rendering techniques, but I'll have a look at and consider it some day.

@Lrflx
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Lrflx commented Mar 27, 2021

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.

@NativeGamer081
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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
When not using dgvoodoo, hair textures look fine, but as soon as I use dgvoodoo to translate DX9 to DX11, or DX12, the hair textures render incorrectly. I tried creating a profile for MSAA and "Antialising - Transparency" in Nvidia Control Panel for this game, but as we all know that part of Nvidia Control Panel rarely works!
I'm using the RTX 2080 Ti as my GPU with the latest driver 496.49.

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