...The Wonderful 101 is a Nintendo IP, developed by Platinum games.OMG! Thank you!
Now bring on Wonderful 101. Though its only one the Wii U I am not 100% sure that NIntendo funded the project.
...The Wonderful 101 is a Nintendo IP, developed by Platinum games.OMG! Thank you!
Now bring on Wonderful 101. Though its only one the Wii U I am not 100% sure that NIntendo funded the project.
The best form of anti-aliasing, and it's a shame that developers never natively support it in DX11+ games.What is SGSSAA?
You do realize that the image actually lack of details when no AA solution is applied and that there are no benefits of such an image whatsoever, right ?
The absolute aim for "sharpness" is something that I will probably never understand in the gaming community and it might come from a misunderstanding of the aliasing problem, especially when so much players seem fond of Reshade presets using LumaSharpen while it actually does more harm than good.
Aliasing (and not sharpness) is a loss of informations.
In the case of real-time computer graphics, this loss of informations mostly happens during the rasterization step in the graphic pipeline. During this step, we go from representing our world/scene using vectors (hence a 3D space representation) to representing it using matrices (hence a 2D represensation) so that our screen, being is a matrix itself, can display it.
The big deal with this step is that we go from a continuous problem to a discrete problem, which means that, in order to display your scene of a screen/matrix that has a fixed size (hence a finite problem), you WILL lose informations, and there is nothing you can do about that fact.
This is why, in order to mitigate this issue, we need anti-aliasing. As you might already know, there are many types of AA solutions, and many of them come with something along the line of a slight blur or ghosting artifacts for example. While we can say that these are problems, we can see that the benefits easily outweight the drawbacks.
It is also to be noted that pushing resolution higher and higher is not a solution to the aliasing problem (not that it is an actual solvable problem in the first place anyway).
It is hiding it better indeed, but it does not actually address it. Which explain why in most case, SGSSAA is the best solution over DSR which do not necessarily help for certain types of aliasing.
In the end, your image without AA applied is not sharp, it is just very badly sampled.
...The Wonderful 101 is a Nintendo IP, developed by Platinum games.
Even though Saur and I do not like the sequel of the game too much (it's not the same combat quality as the first one as it's more restricted, somewhat broken, and the genius aspect of what makes the first game awesome has been removed), I wished the game was available on Steam too. It sucks so much for without a Wii U (and cemu), there is really no other way of playing the game at all. That's a painful pill to swallow I'd have to say and one that we cannot do anything about. And no, we cannot blame Platinum Games at all and we cannot blame Nintendo either. There is only one company to blame, only one to point all fingers at and that company is.... SEGA.God I wish they were able to put the sequel on Steam as well.
This is very informative. Thank you.
When I say "sharpness" I'm primarily referring to texture clarity. Anti-aliasing solutions, particularly SGSSAA with poor negative LOD sampling, blur the overall image. The aliasing issue is solved by texture detail is lost over distance in the same way that FXAA and other post processing solutions mangle image clarity.
Given this can impact clarity of not just textures, but shaders applied to said textures, I find the blur detrimental to the overall presentation. Though I loathe aliasing, I have an equal of not greater detest for loss of texture clarity. One of the benefits I enjoy with playing at high resolutions is not the better hidden aliasing, but the sharper texture clarity. Not artificial sharping like with ReShade, but clarity of display pixels relative to resolution.
Is there a MSAA solution for Bayonetta? I'd probably prefer that to SGSSAA as it likely won't have the IQ blur.
The fact is that while SGSSAA will result in a (very and bearable) subtle blur on textures, you still eliminate most of the texture aliasing present on your AA-free screen, such as the strong dots of the stone on the stairs and the pillars which mostly appear because of lighting "conflicts" between the normal and the specular maps, and which are even more visible while moving. In this case, the textures are not sharp, they are just badly sampled and filtered.
It reminds me of a test I did some time ago. I was showing two textured objects to my friends which are not particularly knowledgeable in computer graphics, one with a nearest filter, and the other with a linear + anisotropic filter applied on the textures.
Turned out most of them preferred the former because "it looks sharper and more detailed". While it may look so, it is not, and it is not a matter of taste or preference but a matter of fact.
A badly filtered texture is not a sharp texture. And this is a problem that cannot be solved using higher texture resolution, quite the contrary actually. Using high resolution normal and roughness textures in a physically based rendering pipeline without any efficient texture/specular aliasing solution is absolutely nightmare fuel for the artists.
Regarding MSAA, I think I saw some pages ago people applying it using Nvidia Inspector. The ingame MSAA x2 is supposed to work too.
But given its nature, MSAA will only work on the geometry of the scene, and will do next to nothing for texture, alpha or specular aliasing for example. And there is a lot of the latter in your image.
I find your posts informative and I welcome that, but the reality is regardless of objectivity I personally do not always prefer what appears to me to be excessive texture blur, and anti-aliasing solutions that blur the IQ can range from tolerable to awful. If your technical eye can see improvement and appreciate it where I cannot, so be it. Personally I think the SGSSAA blur in Bayonetta is noticeable and unfortunate, and the game would look better with clarity improvements.
I'll try MSAA and see if I find the unsolved aliasing on alphas and spectaculars a welcome tradeoff for IQ clarity.
Hmm. Not super crazy about the 4x SGSSAA quality blur reduction via LOD bias, but I'll probably use it anyway.
![]()
Yup, this is a wonderful explanation, and I agree that SGSSAA is much more effective, I just don't like it over DSR in this particular instance.You do realize that the image actually lack of details when no AA solution is applied and that there are no benefits of such an image whatsoever, right ?
The absolute aim for "sharpness" is something that I will probably never understand in the gaming community and it might come from a misunderstanding of the aliasing problem, especially when so much players seem fond of Reshade presets using LumaSharpen while it actually does more harm than good.
Aliasing (and not sharpness) is a loss of informations.
In the case of real-time computer graphics, this loss of informations mostly happens during the rasterization step in the graphic pipeline. During this step, we go from representing our world/scene using vectors (hence a 3D space representation) to representing it using matrices (hence a 2D represensation) so that our screen, being is a matrix itself, can display it.
The big deal with this step is that we go from a continuous problem to a discrete problem, which means that, in order to display your scene of a screen/matrix that has a fixed size (hence a finite problem), you WILL lose informations, and there is nothing you can do about that fact.
This is why, in order to mitigate this issue, we need anti-aliasing. As you might already know, there are many types of AA solutions, and many of them come with something along the line of a slight blur or ghosting artifacts for example. While we can say that these are problems, we can see that the benefits easily outweight the drawbacks.
It is also to be noted that pushing resolution higher and higher is not a solution to the aliasing problem (not that it is an actual solvable problem in the first place anyway).
It is hiding it better indeed, but it does not actually address it. Which explain why in most case, SGSSAA is the best solution over DSR which do not necessarily help for certain types of aliasing.
In the end, your image without AA applied is not sharp, it is just very badly sampled.
Sorry if this has been asked before, but what are the steps to downsample this from 4k to 1080p? I got a 1070 and 6700k if this helps.
Is anyone else noticing a bit of hitching(frame pacing?) Issues in the game? I'm on a 1080 so I can't imagine why this would be happening.
It's slight but I notice it here and there when panning the camera.
That's a great explanation, cool article you linked there too!You do realize that the image actually lack of details when no AA solution is applied and that there are no benefits of such an image whatsoever, right ?
The absolute aim for "sharpness" is something that I will probably never understand in the gaming community and it might come from a misunderstanding of the aliasing problem, especially when so much players seem fond of Reshade presets using LumaSharpen while it actually does more harm than good.
Aliasing (and not sharpness) is a loss of informations.
In the case of real-time computer graphics, this loss of informations mostly happens during the rasterization step in the graphic pipeline. During this step, we go from representing our world/scene using vectors (hence a 3D space representation) to representing it using matrices (hence a 2D represensation) so that our screen, being is a matrix itself, can display it.
The big deal with this step is that we go from a continuous problem to a discrete problem, which means that, in order to display your scene of a screen/matrix that has a fixed size (hence a finite problem), you WILL lose informations, and there is nothing you can do about that fact.
This is why, in order to mitigate this issue, we need anti-aliasing. As you might already know, there are many types of AA solutions, and many of them come with something along the line of a slight blur or ghosting artifacts for example. While we can say that these are problems, we can see that the benefits easily outweight the drawbacks.
It is also to be noted that pushing resolution higher and higher is not a solution to the aliasing problem (not that it is an actual solvable problem in the first place anyway).
It is hiding it better indeed, but it does not actually address it. Which explain why in most case, SGSSAA is the best solution over DSR which do not necessarily help for certain types of aliasing.
In the end, your image without AA applied is not sharp, it is just very badly sampled.
Yea I had some last night but I honestly just figured it was because I had my PLEX server open streaming some 1080p shit to my TV while playing.
Is anyone else noticing a bit of hitching(frame pacing?) Issues in the game? I'm on a 1080 so I can't imagine why this would be happening.
It's slight but I notice it here and there when panning the camera.
Is anyone else noticing a bit of hitching(frame pacing?) Issues in the game? I'm on a 1080 so I can't imagine why this would be happening.
It's slight but I notice it here and there when panning the camera.
The frame pacing arises from the 59 fps cap, and the game being 60 hz refresh in full screen mode, running in boderless or window with 60 desktop refresh fixes it.
Metal Gear Rising had a similar issue, but its fix is not working. Basically have to force the game to render at 60 hz. A custom 59 hz resolution is also not working, it seems the frame rate is 59.9 or some such.
So i forced AA for Bayonetta in Radeon Settings.
I chose 4xEQ Adaptive Multisampling. I am having FPS drops with Supersampling on all 3 levels 2x, 4x and 8x. Also there are some drops with 8x Adaptive Multisampling, with 4xEQ it should be fine.
I also changed Texture Filtering Quality to High and Tessellation level to 64x, but i am not even sure is there any visual difference. But i am pretty happy with AA results.
No AA:
4xEQ MSAA:
My only problem now is lack of colors. Game just looks too washed out sometimes.
That's a great explanation, cool article you linked there too!
I'm on the Burning City chapter and nothing I seem to do can make this part run good. Even on low preset, my 970 seems to get super stuttery, which is an absolute killer in this kind of game.
What's your CPU, and what resolution are you running at?
Doesn't running in borderless introduce input lag though? I'll try it right now and see if my game still hitches here and there.
AMD FX 8320, 1366x768 (the "default" for my monitor). CPU is old, I know, but things had been fine up to this point.
The frame pacing arises from the 59 fps cap, and the game being 60 hz refresh in full screen mode, running in boderless or window with 60 desktop refresh fixes it.
Metal Gear Rising had a similar issue, but its fix is not working. Basically have to force the game to render at 60 hz. A custom 59 hz resolution is also not working, it seems the frame rate is 59.9 or some such.
Just finished the story, now time to finish this game at 100%
The game evidently doesn't like AMD's cpus very well, so I would peg that as the issue, especially as the Burning City is one of the more intensive levels of the game owing to the effects - it similarly bashed performance back on consoles.
The frame pacing arises from the 59 fps cap, and the game being 60 hz refresh in full screen mode, running in boderless or window with 60 desktop refresh fixes it.
Metal Gear Rising had a similar issue, but its fix is not working. Basically have to force the game to render at 60 hz. A custom 59 hz resolution is also not working, it seems the frame rate is 59.9 or some such.
I purchased a perfect digital copy through iOS ibooks for $10.
Isn't the input lag with triple buffering lower than with 'normal' Vsync?
This shit is confusing me to no end.
god damn this game is so fun
it's the first Kamiya directed game on Steam too
Where the fuck is Okami HD Capcom (with 60fps or uncapped framerate)
My only problem now is lack of colors. Game just looks too washed out sometimes.
I know that it doesn't necessarily help you, but I just got up to Chapter IX, and since fixing the issue with HPET on my R7-1700X/GTX 1070 system, it hasn't dropped a frame at 4587x1920 resolution. (1.78x 3440x1440 DSR)Shelving this until I figure out the deal with the framerate. Chapter VII was nearly unplayable -- got a gold due to the sheer choppiness of things making dodging a total guess -- and Chapter VIII actually is unplayable.
For what it's worth, the HPET issue is not AMD-specific, it's just likely to have been enabled on Ryzen systems because AMD's Ryzen Master software used to require it.I have an i7. The AMD-related fix did not work.
Huh, I must have missed the whip too. I just beat that challenge by using certain combos in the air that you could then jump from, and from jumping on top of the enemies.How did you do the Chapter 5 Alfheim where you have to stay up for a minute without the whip? I didn't try for particularly long but it seemed pretty hopeless when I did. I think the most I got was 20 seconds.
Fake edit: LOL I'M STUPID YOU GET THE WHIP IN CHAPTER 3 AND I MISSED THE LP.
A lot of people confuse texture aliasing for "detail".Honestly, I prefer the results from a straight up 4x DSR factor.
I just checked with CheatEngine, and the game uses the exact value to store the number of Halos that you have (some games try to obfuscate it) so it's trivial to lock it to 99999999 if you wanted to.Can someone come out with a cheat save file?
I don't wanna go through this shit again lol
What I had to do with previous Platinum ports was run them in borderless windowed mode, then switch my desktop to 59Hz and enable V-Sync.The frame pacing arises from the 59 fps cap, and the game being 60 hz refresh in full screen mode, running in boderless or window with 60 desktop refresh fixes it.
Metal Gear Rising had a similar issue, but its fix is not working. Basically have to force the game to render at 60 hz. A custom 59 hz resolution is also not working, it seems the frame rate is 59.9 or some such.
You have to manually set the desktop resolution to match the game if you want to use DSR in windowed mode. Very few games change the desktop resolution in borderless mode.Now need to figure out how to get DSR working with borderless window, gonna try GeDoSaTo Tool.
Unfortunately that's not specific to Bayonetta. It happens in every game that I've tried it with so far. Reshade just seems to conflict with SGSSAA.Seems like ReShade completely disables SGSSAA settings in NVIDIA inspector. Has anyone found a work around?
Always been that way. The game has some really cool designs and nice VFX work and stuff but it always felt weirdly muted-looking. Especially compared to DMC4.