![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
![]()
Weird that it does full scene though, it's really a transparency AA thing.
![]()
__________________
Contritium praecedit superbia. |
![]() |
![]() |
![]() |
#2 | |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
Uploads: 0
|
![]() Quote:
![]() Seriously, give it a whirl. I have SGSSAA running on most of my games, and I'll never go back to anything else. It blows the doors off FXAA, MSAA and SSAA. It's especially effective in Unreal engine games, where there is an arseload of evident shader aliasing that no other method will address. That jaggy text you see on bulkheads on the Normandy in Mass Effect, for example, is completely smoothed out by SGSSAA. |
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|