Hey Andy did Nvidia tired to push HBAO+ to R*? Is it engine limitation or something else reason why there is no HBAO+ support?Awesome guide BTW. Do Witcher 3 next!
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We offer all our tech to devs, and if it isn't used it's typically because:
1) It's not compatible with their current system and/or engine
2) The gains would be minimal because of the way the current tech works
3) The implementation would take too long, or available engineer hours are already budgeted to other work
4) The look of the tech or the enhancement it adds is out of sync with their aesthetic, e.g. highly detailed PhysX particles in a cartoony world
Any ETA on the AO fix patch ?
Haven't heard anything.
Check out my post here where I have screenshots showing TXAA vs FXAA. There's clearly more aliasing with TXAA. As for temporal aliasing, I don't notice any with MSAAx4 +FXAA, though it may be because the latter is simply blurring everything.
I show the same aliasing issues in my images. No whitewash of the truth here

Andy, I know this would likely make your life harder (as if you need that) but in future do you think there's a case for making webms (with a wipe over showing the differences) of differing AA solutions to show the advantages of temporal AA?
The reason I ask is that temporal elements to AA implementations are becoming more prominent and arguably more important these days (e.g. TXAA, advanced SMAA and Epic's AA solution).
The idea does interest me, though typically we have game-specific tech videos that demonstrate TXAA with special NVIDIA marketing flair.
Small question, GAF.
Every time a vehicle explodes, my screen blurs for a second. How do I turn this off? Motion blur? Something else?
It might be the 'Screen Effects' option in the Display sub-menu. Or maybe a part of the Post FX setting.