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CanCeralp

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  1. Like
    CanCeralp got a reaction from Pstar in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Video! Please take recordings. Lots of them. With your phone, with internal softwares. Record with all possible combinations. Try to pick problematic places in games. 
     
    This topic needs more material to see and judge correctly. Otherwise, everything is just words with no evidence. 
  2. Agree
    CanCeralp reacted to DerGefallene in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Sadly I cannot because I sold my old pc.
    However: I found some video clips I recorded earlier this year in Bad Company 2 on my old PC. Oddly enough: The same low LOD is present here as well (jaggy shadows or missing objects unless you get closer) and while I didn't have footage of the map I played yesterday (Arica Harbor, where the object popping in the distance was extremely visible), in an end-cutscene in the vietnam addon, I also had texture and object popping. So it really seems like in my case it seems to be game-tied and I only noticed it with my new system but it was always there.
    It started when I was playing FIFA 20 on my new PC for the first time and noticed that the aliasing was really low in arena mode. In an older video I saw that it was always like that and it seems like because I've got this beefy system now, I expect things to look their absolute best and expected so much that it seems to me that games are looking much worse now even though they've always looked like that.
     
    I'm only speaking from my POV obviously. Either those games are really meant to look the way they do or there really seems to be some sort of problem where you can get "infected" and I've been a victim on my old system but I never really noticed until now. Gotta live with it (at least in Bad Company 2 there is an enhanced Draw Distance mod. The developer confirmed that these problems are indeed normal) but I hope y'all will find something. Will definitely remember this thread
  3. Agree
    CanCeralp got a reaction from DaoNayt 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. 
  4. Like
    CanCeralp reacted to Strider890 in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Do you want candy now?
     
    P.S Sorry if I offended you but your statement about software bug or how you think that games are supposed to look like trash don't hold a water.
    Not every PC, console or mobile is infected with this "problem" and you ignored what other guy said about his PC where his PC that he sold works normally at others guy house.
    Again I'm so sorry because my behavior.
  5. Funny
    CanCeralp got a reaction from Strider890 in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Why are you so angry? It's a forum, where there is always people who will disagree with you. 
     
    I'm not all-knowing, nor telling people what to do with their money. You are just unnecessaryly aggressive, and unable to obey simple rules of the forum which clearly tells us to be polite and understanding to each other. 
  6. Agree
    CanCeralp got a reaction from zamh 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".
  7. Agree
    CanCeralp got a reaction from DaoNayt 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".
  8. Like
    CanCeralp reacted to Kelums in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Dude. This game is from 2015. From the age of GTX 900 series. Try to have those kind of shadows in Metro exodus for example. Its just graphical issue of the game. You have to live with it! 
  9. Agree
    CanCeralp reacted to darksquall in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Jezuz christ this topic going full circle. I'm here on and off since autumn 2016 and people still changing hardware no words, I change my fuking apartment sold/trashed all my hardware cables etc. Got everything new including cables and this shit is still here , stop wasting your money if you got this you got this even on streaming services like stadia.
  10. Agree
    CanCeralp reacted to Bearhugger in Jagged Shadows,Pop in,Low LOD and jagged aa   
    I have a feeling we stray further and further from the subject..
  11. Like
    CanCeralp 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. 
     
  12. Agree
    CanCeralp reacted to tantalus in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Yeah. You are going to find a fix where nobody in YEARS of hard and persistent trying did. Good luck. rofl (if you succeed every single gamer in the world will thank you... :p)  guys, seriously... every single thing you could try, will never work, because its already tried. But you will know this if you bothered to read, again, all the previous pages down to the first one.
  13. Agree
    CanCeralp got a reaction from DaoNayt 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. 
  14. Agree
    CanCeralp reacted to DaoNayt 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.
  15. Agree
    CanCeralp got a reaction from DaoNayt 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"..
  16. Like
    CanCeralp reacted to CaptainBlood in Jagged Shadows,Pop in,Low LOD and jagged aa   
    Excellent post!  I'll try and put some supporting info as well.  
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