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DaoNayt

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  1. Like
    DaoNayt got a reaction from nodropjagged in Jagged Shadows,Pop in,Low LOD and jagged aa   
    The problem is not appliances taking power, it would only cause a voltage drop that any PSU can handle. But other appliances can introduce interference and harmonics on the line, and that might be a problem. And god knows what kind of interference exists in the power network itself. That kind of information could be impossible to find.
  2. Like
    DaoNayt got a reaction from nodropjagged in Jagged Shadows,Pop in,Low LOD and jagged aa   
    What the hell is this supposed to be?
    (weird 'five' pattern)

     


  3. Like
    DaoNayt got a reaction from nodropjagged in Jagged Shadows,Pop in,Low LOD and jagged aa   
    8x MSAA will somewhat improve the issue, we already know this, but its not a solution. My games looked great even at 2x MSAA and now i need 8x to make them look sort of okay, with half the framerate. That is the problem.
  4. Like
    DaoNayt reacted to DTWIGG in Jagged Shadows,Pop in,Low LOD and jagged aa   
    I've come to the conclusion that this may not really be an issue at all. I went to a friends house and played Aliens Fire team and I noticed all the graphical 'issues' I have on my pc (the same issues many of us are describing). It must be something once you notice you don't unnotice. Most modern games have TAA and loads of post-processing that contributes to these issues. I think upgrading to 4K is the only real way to solve this. 1080P is done.
  5. Agree
    DaoNayt reacted to TheBahrbarian in UPDATE: NVIDIA backtracks - Hardware Unboxed blacklisted from receiving GeForce FE review samples over “focus on rasterization over ray-tracing”   
    I think Linus wasn't necessarily attacking Nvidia for not sending them a sample, he reiterated that Nvidia (and other companies) frequently do not send review samples to media for a variety of reasons and they have every right to do so. Rather, the issue lies with the precedent set by the email. The email itself frankly, came across as extremely aggressive and disrespectful, it was really surprising to read.
     
    I mean, is he wrong about how consumers after this will have noticeably less trust in media? I sure will. Clearly they are not afraid to do whatever it takes to ensure that media reviews say what Nvidia wants, not their honest objective opinion. Especially when its quite obvious HUB did spend entire videos discussing RT and DLSS (even being featured on Nvidia's website lol), yet they didn't say exactly what Nvidia wanted. 
     
    If consumers think it's ok that companies leverage any power they want to control the media coverage of their products and censor negative coverage, then we have no trustworthy reviews left, and that doesn't sound too great to me.
  6. Agree
    DaoNayt reacted to Methos27 in Jagged Shadows,Pop in,Low LOD and jagged aa   
    I tested all my games in another PC with the same build and the same thing happened so I believe this is how games look like I just never noticed before.
  7. Agree
    DaoNayt got a reaction from zamh in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Ask them to record the same games at the same settings as you, so we have a comparison.
  8. Agree
    DaoNayt reacted to tantalus in Jagged Shadows,Pop in,Low LOD and jagged aa   
    No one found a solution because the gaming generation of DX11 that is the today generation, consider all these problems as "normal". Because they didnt experiment anything else. People like me, who played the generation pre-DX11 are the ones who actually see the difference between before and now, if you ask a 20 yeard old guy about all this, he will tell you "i dont have a clue what you talking about". And since every single youtube video really doesnt show any of this, because it needs to be uncompressed and all youtube videos are compressed, nobody can really see how bad some videogames look these days (and honestly youtube is the primary source of streamers and dumb gamers).
     
    More than that, no one found a solution because people keep buying "AAA" games (whatever that means, since i will never consider a game AAA as long as all these problems are present..), people keep buying expensive videocards and screens, so they are telling the gaming industry that they are completely ok with all this. So, not a single company is willing to move a muscle to make an effort to fix this. Of course, not me, im smart and im done since time ago, my last mistake was to spend almost 400$ in a videocard six months ago. But not anymore. I only play pirated games since a few months back, and i dont plan to pay a dime for anything related to the videogaming industry anymore. Today i installed another game i did stop playing because of this called "american truck simulator" because i was curious about how bad was this problem since i left it, and it took me about 1 minute to uninstall it, again lol. The shimmering was so bad that its completely ridiculous people buy this game and there is a community that big, when the game is almost unplayable.Some companies are making efforts to try to fix all this or find a workaround, the guys who made this game arent, but again, the community of that game is so stupid, that they keep growing their arcs selling a videogame that is a shimmering slideshow. And like this case, many many others....
     
    In the case of shimmering and bad aliasing, some games can be played if they have TAA or TXAA and you can use, for example some sharpen filter (like reshade or the nvidia thing) to improve the bluriness of the TAA. But thats about it. There is nothing that can be done about bad shadow casting, flickering, and other issues.
     
    So again, i wish people were smart and will stop buying videogames , specially expensive ones (AAA) and expensive hardware. Thats the only way to "tell" companies that people is not ok about how bad videogames look these days. Sadly, as i said, the generation that drives videogame and gaming hardware sells is composed by a dumb young DX11 generation who consider shimmering, bad shadow casting, flickering, bad aliasing, bad LOD generation and other issues, completely normal for the days we live in. Go figure.
     
    I tell you. I miss the decade 2000-2010 SO SO MUCH. When videogames looked amazing.
  9. Agree
    DaoNayt reacted to CanCeralp in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Those who insist its electricity, they are the reason all those GPU manufacturers and game developers are laughing at us and feel absolutely no need to fix their s**t. It's not, electricity. One more time, it's not electricity. 
     
    It's a deliberate design choice to lower the texturing quality from developers, as well as lowering scaling quality from GPU driver makers. 
     
    Please try to imagine this; 20 years ago a texture for a game was approx 128x128 in size. And a surface had only one texture file. 
     
    Today, we have textures as big as 4096x4096 for a stupid pebble mesh, and it's not even a single texture. A 4096x4096 diffuse texture, a 1024x1024 normal map, a 512x512 specular map. They are processed and placed on top of each other.
     
    Plus, the scaling filter that does the processing is also low quality, because GPU makers want to brag about how fast their GPUs are. 
     
    Now, one more time but for the last time aslo, I'll say this. 
     
    Scenerio 1) Imagine a 2007 game. Meshes are low on polygons, things are simple. Their texture files are small and low on detail. Every mesh has only one texture file. So no processing needed. Things are forward rendered and the resolution is fixed. That's a decent result. 
     
    Scenerio 2) Imagine a modern game. Meshes are extremely complex, also some of them are tesellated. They have many texture files and those textures are stretched and layered on top of each other. Every single texture layer processing and scaling has its own error. Place them on top of each other and you have many many errors come together. 
     
    It's not done. They are also needed to be shaded for lights and shadows and glowing, etc. They are also at lower resolution. 
     
    Scenerio 2 has more details in every aspect, ok but also has much more errors and low quality parts. Add that, classical MSAA won't work with these solutions, and all we can do is either rely on TAA or brute force VSR/DSR. 
     
     
    This is the final time I say this. Even though I believe this topic is important, having 127 pages and still being unable to differentiate some problems and label them correctly is leading everyone to a dead end. 
     
    One more note: hardware manufacturers are just after our money and ego satisfaction. They won't tell you the truth. Only we can force them to do so by voting with our wallets. 
     
    Let's take anti lag or ultra low latency technologies, for example. Limiting FPS yields much better solutions under Directx 10 and 11, however, instead of telling us to limit our FPS in those games, they give us a low latency button. Because they want us to be starving for more FPS without a reason. If a pc gamer loses their interest in absolutely maxing every option and still expect a 17474 FPS at 128K resolution they won't be able to sell their top tier hardware and game developers won't have the freedom to be sloppy while developing their games (actually unoptimized farts, sorry, ports) 
     
    Imagine an educated global group, who refuses to pay extreme money's for a pc and refuses to buy half baked games, even refunds them if they have terrible aliasing problems and lack some mandatory options like an FOV slider. That group is their nightmare, and is our solution for this topic. 
     
    So, please stop buying electricity devices. 
  10. Like
    DaoNayt got a reaction from Folleri in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Dont bother with the BIOS it doesnt change anything.
  11. Agree
    DaoNayt reacted to CanCeralp in Jagged Shadows,Pop in,Low LOD and jagged aa   
    I did. Destiny 2 is specifically terrible. But I assure you, that's not an error we can fix, nor about our computers. That's purely the result of game developers' choices. 
     
    That is called specular aliasing and is one the most expensive type of errors to fix. Also, fixing it has its own side effects, like slight blurring or reduction in detail. So game developers simply condemn us to live with it. 
     
    Do you want to see it fixed? Try this: 
    Information 1) Specular calculations are run through shaders. This shader runs on 2x2 pixel blocks in most games (like infamous GTA V and Destiny 2), so every 4 pixel has only calculation to cut down it's performance penalty. That means; 
    when you select 1920x1080p in the game options, specular shaders are run at 960x540. Total pixel ratio is 1/4. 
     
    Information 2) For reducing the pixel crawling effect, you want a "spare/extra" information between every 2 information. In this case, information is pixels. Imagine you have 2 pixels and suddenly a quarter pixel movement happens. Neither of them can display that, because the movement wouldn't affect their center. However, if you had an extra virtual pixel between them, that extra pixel would catch this movement and reflect it on one of the actual pixels. 
     
    What that means? Simply, it menas that we need a 3rd pixel for every two pixels to catch movements that are "smaller than a pixel" in one dimention. That 150% more pixels for one dimention. Since our screen are 2 dimentional, 150% x 150% = 225% resolution is what we need. 
     
    Let's combine two informations: One says, we need to go as high as 225% times of our actual screen pixel size to combat movement flickering. The other information says, specular shaders are run at quarter of our selected resolution. 
     
    To match the specular shader resolution to your screen resolution's 225%, you have to select a game resolution of 9x of your screen. 
     
    TL; DR
    If you have a 1080p screen, set the in game resolution to 5760 x 3240. You'll see that the specular errors will be gone. Should you play the game at that resolution? Of course, no. Do you have to live with that? Unfortunately, yes. It's the developers' sh*tting. 
     
    What else would fix that? A proper optimization of the game, so post processing things like shaders can run at higher resolutions, and a high quality TAA. These can not be altered by the user. 
     
    So, the only way to fix this is to start a proper and informed community and vote with out wallets till developers/companies can pull their heads from their.... Ebooks of "how to screw more customers and make more money at 10 steps".
  12. Agree
    DaoNayt reacted to Kelums in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Dude, all the modern games with TAA or TXAA implementation are looking good even in 1080p. We all just have to live with it in older titles, when its seen it cant be unseen
  13. Agree
    DaoNayt reacted to Yujah in LTT Folding Team's Emergency Response to Covid-19   
    Possibly of note; the 500.000 points "minimum participation requirement" might be a bit of an issue now that F@H has quite a bit of trouble coming up with enough WUs to hand out --- and especially for LTT-forum members who signed up DUE to this event, as new donors don't get the so-called Quick Return Bonus (which can be 10x the base-credit for a WU) until they have 10 WUs total, which at the moment takes forever due to the WU shortage.
  14. Informative
    DaoNayt got a reaction from Gamerx007 in LTT Folding Team's Emergency Response to Covid-19   
    What does this mean (c/p from the log):

    16:23:30:WU01:FS01:Upload complete
    16:23:30:WU01:FS01:Server responded WORK_QUIT (404)
    16:23:30:WARNING:WU01:FS01:Server did not like results, dumping
  15. Informative
    DaoNayt reacted to Daniel_SC in LTT Folding Team's Emergency Response to Covid-19   
    GPU's are far better at folding. Right now I got 3 WU's going: CPU 6 core= 13910pts, 15 cores=3815pts. GPU (1080ti): 98774 pts in shorter time than the CPU WU's. So in that context it doesn't make much sense trying to fold on the CPU, if you got 6 Volta's crunching away.
  16. Agree
    DaoNayt reacted to Kladmaster in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Ive been reading this topic for quite some time now, coming up with some ideas and watching how some people are going in circles, mixing apples with oranges here etc.
    I would like to just tell my opinion here.
    I work in company, where we test videogames. Obviously I cannot say which ones Anyway, I had dozens of gaming PCs, Xboxes, PS4s getting through my hands and I can assure you, ALL of them have AA issues, just like discussed here.
    SO
    Is HW at the fault here?
    NO its not. It is highly improbable that so many devices showcase the exact same level of graphical issue as discussed here. Only exception could be some specific artefacting of GPU or RAM, etc., however this is not connected to the general issue discussed.

    Is it electricity? 
    Again I am saying NO. Unless it is some worldwide virus spreading through the power grids everywhere... and yeah, that sounds frankly too stupid to be true. As I said bunch of times before, in my company, there is extra care put in proper power solutions to all the HW that is running around here. I doubt that in my home, at my friends homes, in my company that is a modern fancy IT building, would be the same sort of "dirty electricity" going on.
    Electricity or some sort of EMI could be a culprit, but I believe you would again see much different and more serious behaviour, that jaggies on fine geometry or that it would make your GPU too slow to render in objects/shadows into your game.
     
    In my point of view, its more like rooted deep in nowadays game engines, graphical drivers and API. Just like @CanCeralp nicely explained already: Modern games (mostly the Dx11 era) are running on much more complex game engines. The geometry in them is extremely complex, add complex light and shadowing effects with bunch of other crap in it, like subsurface scattering, particle effects and what not...add some filters, postprocessing and other effects... you are creating a nightmare for the GPU to render a single frame, yet alone 60+ in a second. I would also add the pixel responsiveness of current LCD display technology, various sharpness clearing, resolutions and their scaling, PPI and combine it and we got ourselves one huge mess. 
    When I am testing very early stages of game builds, their optimisation is frankly terrible, even if you are running one of the strongest HW you can get. And there are sometimes some commands we use, if our fps is tanking to 10-20fps, to optimise the engine to run smoother, but decreasing the quality greatly. While using those, you can immediately notice texture/shadow pop ins, general low quality of rendering, but the game runs stable fps. You can then switch to higher resolutions, adjust the graphic sliders to the highest, the base bad looks just stay. 
    So imagine, that developers are implementing such optimisation shortcuts into their games via patches, drivers... if they cannot achieve stable performance, that is mostly aimed for consoles/mid tier PCs. We can think of several few years old games, that if you crank them up to the top (GTA5, Crysis, AC...) not even the 1080ti (which was the absolute top in the days) could keep up and not drop below "acceptable" levels. Or think about the infamous Aliens: Colonial Marines, that ran the E3 demo on nearly a CGI movie level rendering, yet the final product was far from it (this is actually very true to many other trailers and marketing for gmes).  That might give you some thought to think about. 

    In my case... Well, I see those issues everywhere yes... all the gameplay or videos about games I watch on YT, I see the same bad AA in there, as I see it on my PC. 
    I decided not to waste more time trying to fix it, as it is probably impossible. Some games look worse, some better... but in general, if I adjust the sharpness filter to blur out the most horrid AA and while playing, mostly focus on the central part of the game and avoid looking "into distance", Ive learned to live it it. 
     
  17. Agree
    DaoNayt reacted to CanCeralp in Jagged Shadows,Pop in,Low LOD and jagged aa   
    I completely agree for the aliasing part of the games. ( about the electricity part, I have no comment)
     
    I told a few pages ago, new drivers and new cards have changed the way they filtered information. 
    Back in the day, the textures were lower quality, resolution was lower but the filtering was good. Today, textures are super high quality, resolutions are really high but filtering is really low quality in order to keep the time for changing a hig rez texture's resolution between a high value to another high value. 
     
    Plus, games have much more textures (texture maps). They are mostly automatically generated by AI's, along with tesellation. There are textures on top of textures and finally there are light maps and shadow maps, which all are at different (mostly lower than what you select in game) resolutions and blended into each other with low quality filters. 
     
    Add that the extreme geometrical details of the newer games. There you have yourself a terrible aliasing scenerio. Because, novadays, devs want to focus on effects and art style more than solid rendering techniques. 
  18. Agree
    DaoNayt got a reaction from CanCeralp in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Absolutely no difference whatsoever. Even in the Turkish thread there are no examples of it working. Why do people post "solutions" that don't work even for them, I will never understand.
  19. Like
    DaoNayt got a reaction from Princep_A in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Absolutely no difference whatsoever. Even in the Turkish thread there are no examples of it working. Why do people post "solutions" that don't work even for them, I will never understand.
  20. Agree
    DaoNayt reacted to CanCeralp in Jagged Shadows,Pop in,Low LOD and jagged aa   
    I understand your logic, and can relate to what you are saying. However, I don't know how I can transfer all the usefull knowledge I have gathered about this topic without jumping to conclusions.
     
    I have a major in electricty and picked my selective courses about computer science classes, so it is relatively easy for me to "visualize" what is happening behind the scenes, and easily understant electricty flow is not related to any software work (yes, aliasing is a software thing, not related to hardware). That's also why it's equally hard for me to explain this in one or few posts because it literally took me years to learn all these. Plus, I'm no teacher.
     
    Anyway, let me try: imagine an Air Conditioner. It is set to blow hot air when it measures the room temperature is below 22 Celcius. "Our world is analog" I said. That means, the room temperature can be at any endless values. 21.238576 C, or 20.867489 C, or 19.00004 C, or any value, as long as we have the devices to measure it in that sensitivity.
     
    Our senser in the machine lives in a digital world. Digital means, some analog values are converted into some sharp values within a margin of measurement error. Let's assume our machine's Termometer has an error rate of 0.01 C. That means, any difference smaller than that is not /can not be seen by the device.
     
    The Air Conditioner has two states; on or off, 1 or 0, true or false (pick your philosophical preference). The line between them is set to 22 Celcius. When the room temperature is above 22.01 (including the error), the machine is OFF. When it is below 21.99 (including error, again), the machine is ON. That's digital behaviour. As for 22.00 precise, it preserves current state.
     
    Now imagine 10 years has passed and our machine is old now. The sensers inside get old, too. Their error rate changes. Let's assume that change is 0,1 Celicus now. 10 times bigger error rate than original. Does that chance how our machine behaves? No. The machine is always OFF above 22.1 Celcius, and always ON below 21.9 Celcius. Anything between 22,1 - 21,9 it preserves it's current state (which means stays ON if it was ON, stays OFF if it was OFF).
     
    The error range has changed but the binary behaviour has not. Because, the machine is not aware of this temperature change. It reads 22,0875 C as 22 sharp. The room may be at 22,0875 C at that moment but for our machine such value is non-existent.
     
    Digital means, deliberately parcelling analog world and limiting reading/writing accuracy and using "steps", instead. Two different steps are different objects, but two analog values which correspont to the same step are "digitally same". So; 22,0465 and 22,0178 are both 22.00 for our machine.
     
    Now imagine the machine is not old and operates as original, however this time we blow an hair conditioner near it. That's a "disruptive signal" for the sensors, thus it reads the room temperature wrong. However the behaviour of the machine is the same. What changed is only the operating temperature.
     
    The way the machine "reads, processes and evaluates the information and produces a decision" is constant and stable.
     
    Now, finally imagine putting this air conditioner into a room that is at -25 Celcius. The sensers are frozen It doesn't cause the machine to make mistakes. It doesn't work at all, instead. That is called "operating range" and our machine is "out of operating range". This determines a machine's work range that it can "read, process and evaluate the info and produce an output".
     
    In simple words: If the electricy is bad enough to disrupt a PC's working, that PC simply shuts down, or restarts. Or if it is the screen that gets bad power, it's "basic output values" can be effected. This may be brightness for example. It may be dimmer or brightness may be fluctuating. However, aliasing is a "mathematical definition", not a "basic output value".
     
    Claiming a PC/console can have worse aliasing with bad power, is equal to claiming that a calculator can find
    2 + 2 = (anything different than 4)
    with wrong or bad batteries. It either finds 4 or won't work at all.
     
    @Lucenta
     
    The only difference between a fresh-from-the-box computer and a used one is the drivers and libraries (like DirectX or Vulkan). That's what I defended in my previous post. Game developers got greedy with all the freedom they had with new DirectX 10-11 and other technologies, as well as increased computational powers. And GPU driver developers had their laziness and shortcuts about filtering technologies to feed that greed.
     
    I can easily say, the hardware and software level of the world was not ready for the complexity of Assassin's Creed Unity and GTA V when they were released. It's been years, and software is barely allowing that level of detail and complex scenes. NVidia wanted to show off with their newly released TXAA for those games, even that was not enough.
     
    Telling a GPU to render a window handle from 100 meters as an image of 0,5 x 2 px on your screen, without proper LOD bias and proper anti aliasing techniques, is not art, it is just greed and show-off developing. And even laziness... A 2005 game would create 2 of those windows, one with full meshes and details, the other is just a box mesh with entire window's picture is textured on it. High quality one would be used when close to the screen and the other is for being displayed as far object.
     
    2007-2015 era is full of those bad desicion games, as many vendors forced game makers' hands to sell more GPUs and 4K screens. 4K screen hype backfired, even today it's in 2-3% of all screens so they gave up and someone came up with TAA as open source to save all those extremely high detailed mashes and extremely high resolution and badly filtered textures.
     
    Even Windows is a part of this plan. They have changed DirectX libraries multiple times, naming it bug fixes. Until DirectX 9 users had access to LOD Bias setting, they have taken it away and gave it to the game developers' mercy. Their claim for this was that they wanted to prevent cheaters to "see better" in competitive games. However, the most spread competitive game is CS:Go and it is in DirectX 9. So good luck buying that claim
     
    @Meeseeks
    That's not an ordinary problem. The reason any customer support says "everything is normal" is because they intentionally created this era. Now they won't admit it, but instead, they will wait another 10 years and next generation of gamers who play at Play Station 7 and PC with DirectX 14 will not know of the "shimmering era"..
  21. Informative
    DaoNayt reacted to Dzenan1111 in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Look at this all of you guys,watch this video till the end it is very important,see what happens when power is not ok,this is something similar to what You were trying to explain @Pupyds
     
  22. Informative
    DaoNayt reacted to Asasinas in Jagged Shadows,Pop in,Low LOD and jagged aa   
    I can't believe it's been a year. A year with this problem. A whole year searching for answer to a very simple question. And the question is: why my games look like shit?
     
    Since it's been a year I decided to do a summary of everything I tried. I won't say or show anything new, just a quick summary of a past year.
     
    So, when did these issues started?
    Problems started once I installed RTX 2080 Ti to my main gaming rig exactly one year ago, at december 31, 2018. I noticed first problems during the first week of january, 2019.
     
    What kind of issues we are talking about?
    Completely broken anti-aliasing in 3D apps. There are various problems of massive shimmering, flickering and jaggies in ALL games. To keep it short: TAA produces weird flickering on various edges of objects even if the scene is static and camera isn't moving, but jaggies are minimal (examples: Assassin's Creed: Odyssey, GreedFall, Tom Clancy's The Division 2, No Man's Sky, Total War: Three Kingdoms, Red Dead Redemption 2). All other AA methods, such as FXAA, SMAA, MSAA etc. have massive jaggies and shimmering when moving, in some cases jaggies are visible on static scene too (examples: Destiny 2, No Man's Sky, The Long Dark).
     
    I also noticed massively increased jagginess in all video content, doesn't matter if it's media player or web browser, all videos are affected.
     
    To summarize, it feels that computers completely lost their ability to proper render and work with AA.
     
    Wait, you say computers. Does this also happen on other systems?
    Yes. I tried several PCs, laptop and even some separate parts of hardware. This will sound crazy, but my secondary PC, which haven't been turned on since 2016 summer, now have identical issues to my main gaming PC. Laptop too. Now, I haven't changed any hardware parts in my secondary PC or messed around with apps. This problem just came out of nowhere. Like magic. Maybe my RTX 2080 Ti has some bad aura or what?
     
    Are there any AA methods, which work 100% fine without any issues?
    No. All of them, more or less, have various problems, be it jaggies, shimmering or flickering or all of them together. There are few games, which look fine enough, but the problems are still there. I played Metro Exodus back in february and I didn't noticed ANY problems at all. But back then I wasn't aware that this issue is widespread and that it affects all of the games, so maybe I just didn't noticed any problems. Resident Evil 2 remake also looks kinda okayish. There are still flickering on static image (if set to TAA), or massive jaggies (if set to FXAA or SMAA), but TAA looks decent in this game. 90% of the environments are dark in this game and darkness masks these issues quite well. Call of Duty: Modern Warfare is also decent. It has Filmic SMAA, which is much better than standard SMAA. There are still jaggies and flickering, but nothing too bad, game is quite playable.
     
    Did everything worked fine before december 31, 2018?
    Yes. Games looked super gorgeous on all resolutions using any of the AA methods and any of the graphical settings. There was no flickering, shimmering or jaggies. I didn't even knew that such horrible graphical distortions could happen.
     
    Is there a way to counter this issue?
    In my case, no. Using Nvidia DSR or increasing render scale in-game settings (if it has one) has very little impact on flickering, shimmering and jaggies. Again, my Destiny 2 video is a good example of it.
     
    What troubleshooting you have tried?
    I don't know how many hours I spent trying various things and searching the internet for answers, but it's probably well over 100 hours. I search internet every day, there are new reports every week of similar issues here and there, but nothing specific.
     
    Below is a list of what I tried:
     
    - Different combos of graphical settings in each specific game
    - Various settings in NVCP
    - Reinstalling GPU drivers (using DDU), various versions of drivers, both old and new
    - Doing a clean reinstall of Windows OS (tried Windows 10 and Windows 7)
    - Various settings in Windows, such as changing power settings, disabling game mode, enabling/disabling page file etc.
    - Many different video cards (RTX 2080 Ti, GTX 1080 Ti, GTX 1070, GTX 980, GTX 780, GTX 760)
    - Completely changed every single part of my main gaming PC (new Motherboard, CPU, RAM, PSU, SSD, even got a new case and new coolers)
    - Laptop (tested my games on both 860m and integrated GPU)
    - Different monitors (1080p and 1440p) and TVs (1080p and 4K), also various settings on them
    - Also tested the games on my secondary PC (with an old AMD CPU and GTX 980)
    - High quality 8K certified DP cable, new and different HDMI cable
    - High quality extension cord with a surge protection
    - Different electrical outlets in different rooms
    - Updating BIOS
    - Changing various settings in BIOS such as disabling c-states etc.
    - Disabling Steam, Origin and other app overlays (I heard it could cause similar issues)
    - GPU overclocking and downclocking
    - Disabling all the unnecessary processes, such as antivirus, afterburner, bluetooth etc (I keep my main gaming PC clean, just Steam, few apps and games).
     
    And so on and so on.
     
    So, I think that's it, guys. Have a nice holidays and happy new year!
  23. Like
    DaoNayt reacted to AndreiArgeanu in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Yeah I can see the issue, it's a bit hard to describe unless you really look very closely to it but I can tell that it doesn't look right and I understand the frustration.
  24. Informative
    DaoNayt reacted to VincentArogya in Jagged Shadows,Pop in,Low LOD and jagged aa   
    I started experiencing the issue about two years ago on my current computer. Before that I have owned multiple computers and never once experienced such bad graphical anamoly. The issue began one day when I was admiring how beautiful NFSMW2012 appears on ultra settings and then I had power failure, which caused my pc to shut down. When I restarted my pc, there were jaggies everywhere. No matter what graphical setting and AA setting I turned on made no difference. 
     
    Here are the fixes I have tried: 
    1. Replaced monitor
    2. Changed hard drive
    3. Replaced graphics card
    4. Replaced PSU
    5. Formatted HDD
    6. Re-installed windows over 100 times
    7. Installed different windows version (8, 8.1, and 10)
     
    Things that have fixed the issue
     
    1. DSR
    2. Supersampling
    3. When there are no lights shining on objects. For example, a night in-game scene. The issue becomes aggravated when there is to much lighting that makes edges of objects to shine. 
     
    I have never enabled TAA or TXAA in any games before since they blur the image quality. I have always been a fan of MSAA. But, now enabling MSAA has significant performance impact but not visual difference. 
     
    Other issues I face besides aliasing 
     
    1. Low level of detail
    2. Textures disappear when moving just a little distance away from them
    3. Since there is no AA, shadows look horrible
    4. Tearing in textures graphics when moving camera
    5. Thin lines disappear at a distance. For example an in-game electrical wire disappears into oblivion at close distance. 
    7. Objects become transparent when moving away from them. 
    8. Major shimmering
    9. Dotted-lines on edges objects (mostly visible in black ops 2)
    10. Specular aliasing
     
    If you want me to make a compilation of these issues in a video format, let me know. I'll be happy to assist the community in any way. 
     
    We need to fix this issue. But, I have strong gut feeling saying that it has something to do with CPU or motherboard. 
     
     
  25. Agree
    DaoNayt reacted to jinx33 in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Back 4 years ago, i was playing mostly three games: The Witcher 2, Skyrim and GTA V. I will add AC Black Flag as well, and I remember this game was very well optimized on PC, which is a blessing considering Ubisoft history coming to this point.
     
    I spent hundred on hours on each of those games, hell, thousand hours on Skyrim anyway by itself, and i know pretty well how the engine, graphics, looked like. So when i read that
    I laugh really hard, seriously.
     
    Don't assume things because of your own experience. I have the same problem, i just keep playing because i worked hard to pay my hardware, and my games, period. I don't imply to not solve this problem, i'm actually here since the beginning of this post, there even was another one on nvidia forums before.
     
    But keep being clever, telling people are wrong, like I care.
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