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Jagged Shadows,Pop in,Low LOD and jagged aa

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1 hour ago, Kelven said:

I already gave up trying to fix this problem, I do as I said, I modify the lod bias in regedit and leave the game in window with the taskbar appearing, solves some of the problem (Just the problem reported in the forum, bad aliasing and glittering).
Now I'm just pressing ctrl + f on the forum and I'm looking for something like fix.

How do you change LOD with regedit?

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Someone can please take a screenshot on Battlefield 1. Map:Monte Grappa. Use a sniper and aim infront of you just like the image below. Make sure to use ULTRA settings. Thanks

 

bf1_2017-12-06_12-38-13-94.png

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I tested the LOD trick with AMD GPU, didn't work, but i did not with Nvidia, i will try.

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18 minutes ago, Jeki155550 said:

Someone can please take a screenshot on Battlefield 1. Map:Monte Grappa. Use a sniper and aim infront of you just like the image below. Make sure to use ULTRA settings. Thanks

 

bf1_2017-12-06_12-38-13-94.png

BF 1 with TAA activated is near 99% with no trouble.

All game with TAA works fine or 90% with no trouble.

 

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@lordante Are you talking about Gpu usage? Well Gpu usage being bad is one of the issues discussed here. Bcs since some ffects don't work as they should gpu usage isn't high as it should be. But I was more interested on knowing about the textures. 

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12 minutes ago, PolishGamer said:

https://drive.google.com/file/d/1ETj5vyIyzhl2830d-ms30uYm4lJL5ndP/view look at this, made by phone because i cant show it on youtube. Look at the ground what hapenned with my game, do you have same problem?

Yes. I have that effect in every game I play...

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its so sad... im mad because i have got it on 1060 but you... 1080 thats a drama.

 

I hope someone find fix for this.

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On 10/12/2017 at 1:25 PM, PolishGamer said:

https://drive.google.com/file/d/1ETj5vyIyzhl2830d-ms30uYm4lJL5ndP/view look at this, made by phone because i cant show it on youtube. Look at the ground what hapenned with my game, do you have same problem?

This looks like poor anisotropic filtering. What's the anisotropic filtering set for in that example footage? 

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This is so sad,
It has been a year for me.
Just because of this issue I have bought a PS4 Pro so I can play the games with good graphics again.
I could'nt sold my pc parts to someone else because who ever I sold would have the same issue. And I'am not okay with that.
And I can't spend another fortune for a new PC.
I have spend at least 2000 dolar for my pc and all the game I have playing is looks like garbage to me.
Thanks to my country exchange rate 2000 Dolar is like fortune for me:)
 

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On 12.12.2017 at 5:02 AM, MEC-777 said:

This looks like poor anisotropic filtering. What's the anisotropic filtering set for in that example footage? 

I have got maximally anisotropic in game i saw the same problem in other games but on witcher 3 it is soo disguisting.  Maybe i have to change something in nvidia control panel? waiting for tips

:) ( all settings ultra + hbao+antyaliasing on only hairworks off because of gtx 1060.)

 

As you said i go to nvidia control panel and changed anisotropic from under application control to 16x and it looks a bit better not at all and i have got this moving lines on the ground but its like 30% better anyway i have now a bit more jagged lines but this moving one is not that boring now. I think this jagged lines are from - compensation OFF( if i have anisotropic i need to OFF  - compensation )Thanks for tip maybe have you got for me some presets to nvidia control panel?

 

@up im thinking the same about console.. but what if they specially do it to us because they want all people to play on ps4 or xbox?(they-corporations)

 

oh and i have got for you MEC another one question about DSR which settings are good? DSR OFF or 33% for resolutions to 4.00 ( i have 1080P 24 monitor 144hz TN)

 

(sorry for my english but im trying to speak good as much i can :) )

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1 hour ago, PolishGamer said:

I have got maximally anisotropic in game i saw the same problem in other games but on witcher 3 it is soo disguisting.  Maybe i have to change something in nvidia control panel? waiting for tips

:) ( all settings ultra + hbao+antyaliasing on only hairworks off because of gtx 1060.)

Try to set TextureMipBias to 0 in Steam\SteamApps\common\The Witcher 3\bin\config\base\rendering.ini. Make sure to check if it's properly applied after entering the game. If that doesn't work, try lowering anisotropic filtering and make sure that sharpness is set to low/0 or whatever.

I recall being able to replicate a similar "texture flickering" bug if hardware MSAA was on 4x+ in Serious Sam 3. Also, old Dust 2 B tunnels on CS:GO had a weird texture that would do that if you set MSAA to 4x+. So make sure that anti-aliasing is set to application-controlled in nvidia control panel, just in case. For the rest of the aliasing I would suggest to use some stronger AA method that can deal with things like the foliage and temporal/shader aliasing in Witcher 3. Unfortunately, the main AA method is basically a postprocess AA with a temporal filter. I'm guessing it's something similar to SMAA T1X or T2X. This might've been state of the art for deferred when Witcher 3 was released, but it's inferior to modern AA tech. 

 

Anyway, apart from that, I think that 4k DSR should anti-alias most of the aliasing. I say most because some extreme cases of temporal aliasing cannot be solved unless you make your own mod for that, since no one has made one AFAIK. See starting room in Witcher 3 on one of the windows or whatever, that's something that normal supersampling/downsampling will not be able to handle.

Check this window at 12:50 for example, this is a case where Witcher 3 would benefit from some sort of a TAA/TXAA: https://www.youtube.com/watch?v=bWL68YzNb0M&t=770s

 

How to DSR: https://www.youtube.com/watch?v=EHu7K1plz8U

 

 

There's a great comparison of using DSR on Witcher 3 on youtube, so you can compare your results if you want. There's an uncompressed video in the description that you can download. Youtube destroys some aliasing with compression, so it's best to compare with the uncompressed video. https://www.youtube.com/watch?v=906EEPlB3Ao&t=525s

 

 Note that the above video renders Witcher 3 at 1080p, so comparing it with your game only works if you are using 1080p yourself.

 

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1 hour ago, PolishGamer said:

oh and i have got for you MEC another one question about DSR which settings are good? DSR OFF or 33% for resolutions to 4.00 ( i have 1080P 24 monitor 144hz TN)

 

(sorry for my english but im trying to speak good as much i can :) )

I used to use VSR/DSR quite a bit a couple years ago. The DSR % setting adjusts the "softness" or "sharpness" of the effect. I believe the higher the % the softer the image will render, but I could be wrong. It could be the opposite. If you go too sharp, it can cause more flickering, particles and actually make the game look worse. I found the default setting of 33% to be a good balance, but you can experiment and see what looks best to you. 

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I don't think DSR fixes stuff like the trees on the image below xD

 

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5a33b75acf3dc_bf12017-12-1323-12-45-65.thumb.jpg.8262c4289220e59b4e5ed0e33b5c6851.jpg

 

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6 hours ago, Jeki155550 said:

I don't think DSR fixes stuff like the trees on the image below xD

 

  Hide contents

5a33b75acf3dc_bf12017-12-1323-12-45-65.thumb.jpg.8262c4289220e59b4e5ed0e33b5c6851.jpg

 

What the...? I've never seen anything quite like that before. 

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Well I haven't either, atleast not until now. Certainly related to what has been discussed in this thread. 

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There are tons of artifacts of this kind that I haven't noticed when I first started playing the game. Probably bcs it is a cpu heavy game and the cpu is the issue?! We will never know.

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Also if you see from the image only the side trees look like that, so there has to be a cone of vision. And in this case stuff out of the cone get skrewed hard... Pretty much every game has the cone of vision, that's why many have similar issues, but some rare ones don't. I'm just throwing thoughts at this point...

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1 hour ago, Jeki155550 said:

Also if you see from the image only the side trees look like that, so there has to be a cone of vision. And in this case stuff out of the cone get skrewed hard... Pretty much every game has the cone of vision, that's why many have similar issues, but some rare ones don't. I'm just throwing thoughts at this point...

yo i have seen something similar in my ac:origins game at broken walls. I can try to reproduce it and send a screenshot too

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12 hours ago, Jeki155550 said:

I don't think DSR fixes stuff like the trees on the image below xD

 

  Reveal hidden contents

5a33b75acf3dc_bf12017-12-1323-12-45-65.thumb.jpg.8262c4289220e59b4e5ed0e33b5c6851.jpg

 

Looks like the low resolution LOD is still loaded. Pretty weird, since the high res LOD for some of the other trees in the distance has already been loaded, I don't have BF1 to test this out though. I think the mesh quality setting controls that. If you don't figure it out, you should address this to the developers.

 

Apart from engine LOD, the only other way to control the LOD is with driver overrides, but most of those are broken ever since dx10 and dx11 came out, since they do LOD filtering differently compared to dx9. There was an example where Buck posted a similar video of PUBG water dithering where the high res water LOD doesn't load while you are in the airplane. Turned out it's something that the developers just didn't fix. I don't play PUBG, but funnily enough I watched a Forsen PUBG stream the other day and it seems that they still haven't fixed that particular bug. This is why it may be best to check with the devs first, just to rule out that it isn't something that they messed up, because it looks like only particular trees haven't been loaded, so it makes it look like a game issue. 

 

Also, to address your LOD bias question, one of the ways to change the "LOD bias" for NVIDIA users was the famous workaround, basically in the NVIDIA inspector you change AA - Transparency supersampling to - AA_MODE_REPLAY_MODE_ALL, then you can test out LOD bias values in the inspector, such as -1, 0 and 1.., I think the range went from -5 to 5, could be wrong.

 

Note that this is a completely broken feature that was used ages ago on dx9 games. Some game engines interpreted this LOD bias as the mipmap bias and actually blurred or sharpened some of the textures to reduce/increase some of the aliasing caused by the sharpness of the texture. For example, Witcher 3 is one of the games that allows you to modify the mipmap bias(mentioned in last post), ever since they changed it from 0 to -1 in one of the patches. This is a similar thing, although a lot more unstable, it depends on the game.

 

This helped for some older games with sharp or blurry textures, but in newer games that use deferred PBR rendering there's a lot of shaders, sharp specular highlights, aliasing from subpixel features etc., blurring the sharp texture mipmaps usually isn't enough to counter more intrusive types of aliasing. Ideally, you still need a decent temporal filter to get a temporally stable scene. I suggest trying this with some older, dx9 games first, because it might not make too much of a difference, if any, in newer titles. The workaround could've also been patched, so bare that in mind.

 

The actual LOD bias has more functions than that, it's basically supposed to control the LOD switching distance.

 

An example of LOD switching in action:


 

 

 

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Has anyone ever tested this problem in the game "Black Desert Online"? It's very bad in here

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@k4bn I talked to a developer and he told me "I am pretty sure nothing changed on our end. Like downscaling quality or such."

And the video you posted shows what pretty much happens in bf1 for me. And it isn't a normal thing.

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27 minutes ago, Jeki155550 said:

@k4bn I talked to a developer and he told me "I am pretty sure nothing changed on our end. Like downscaling quality or such."

And the video you posted shows what pretty much happens in bf1 for me. And it isn't a normal thing.

I don't have BF1 to try to replicate this stuff unfortunately. One more thing that you could do is setting texture filtering to clamp in nvidia control panel. @lordante has BF1 I think, he may be of some help here. Some useful stuff might be in this thread if you haven't read it already, there are similar complaints. https://forums.battlefield.com/en-us/discussion/94743/low-texture-even-if-set-as-ultra-anyone-notice-that-after-new-patch

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Well, either the developer doesn't know/isn't honest or there is something else causing it. Thanks for the link tho...I recently started replaying bf1 so didn't really care looking much into it...

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