twisted 128 Posted August 3, 2011 i never use AA in arma2 so i can get better frame rates. this sounds interesting - but is it only for nvidia cards? Share this post Link to post Share on other sites
d3lta 10 Posted August 3, 2011 I tested the DLL filter in my PC with arma2, heavy with low fps... =( The FXAA's adjust is generic , not ideal for a ARMA, and glitchs on the characters fonts. Best Regards Share this post Link to post Share on other sites
BigMorgan 11 Posted August 3, 2011 Did you have antialiasing turned on in the game?Because from my understanding AToC works just like the rest of AA in the meaning that it renders several frames for the final picture so AToC can't work if "conventional" AA is not used. Ah, I understand what you meant now. I misinterpreted you to mean that if you have AToC enabled the FXAA won't work at all. :o Share this post Link to post Share on other sites
MavericK96 0 Posted August 4, 2011 I am liking the way this looks and performs a lot. The "corruption" on the text is barely noticeable. There's a bit of weirdness when looking at far-off things (like they're not quite being anti-aliased properly) but overall I actually think this looks better than Normal AA in ArmA2 OA. Share this post Link to post Share on other sites
Dwarden 1125 Posted August 4, 2011 Did you have antialiasing turned on in the game?Because from my understanding AToC works just like the rest of AA in the meaning that it renders several frames for the final picture so AToC can't work if "conventional" AA is not used. FXAA is a postprocessing shader effect which does not render multiple frames. It does blur the image somewhat so it may be mistaken for AToC @Dwarden GBAA also seems to be a nice AA without as much blurring as FXAA - can we test that in OA too if it can be done in the engine? I think it will be a nice idea to test these algorithms now so that the best one will be implemented as a part of AA3 GBAA same as GPAA can be used only DX10+ (authors targeted API versions) btw. FXAA may be possible add as PP effect addon to OA too ... Share this post Link to post Share on other sites
ajax420 0 Posted August 4, 2011 XP64... anyone got it to work? Share this post Link to post Share on other sites
MavericK96 0 Posted August 4, 2011 XP64... anyone got it to work? From experience, getting anything to work on XP64 is like a miracle in itself. :cool: Honestly I would not use XP64 for gaming...or anything else, for that matter. Share this post Link to post Share on other sites
-=seany=- 5 Posted August 4, 2011 I don't see a reason why xp64 shouldn't work. The only problem with 64 bit is compatibility with 64 bit games. Although, XP and Vista/& drivers are different so I guess its possible that nvidia don't have this option for XP. They have done such things before. There's a bit of weirdness when looking at far-off things (like they're not quite being anti-aliased properly) but overall I actually think this looks better than Normal AA in ArmA2 OA. I noticed this too. Hopefully later versions or figuring out how to tweak the files may fix this. ... shall I? ... hmm ... why not :)why stop at FXAA v1 ? let's use FXAA v3.11! http://timothylottes.blogspot.com/2011/07/fixed-few-typos-in-fxaa-311.html note: FXAA is shader based post-processing AA (like MLAA) it can be used/injected into any shader game including DirectX 9.x games http://www.forum-3dcenter.org/vbulletin/showthread.php?t=510658 and i already seen it used in OpenGL (4.x not sure about 3.x) games (opensource Freespace 2) http://www.hard-light.net/forums/index.php?topic=76145.0 ever heard of SRAA? http://research.nvidia.com/publication/subpixel-reconstruction-antialiasing also there are AA techniques from Humus ... GBAA http://www.humus.name/index.php?page=3D&ID=87 GPAA http://www.humus.name/index.php?page=3D&ID=86 http://www.humus.name/index.php?ID=341 anyway i think discussion is more aimed on ARMA 3 than ARMA 2: OA Thanks for the links, interesting stuff. Share this post Link to post Share on other sites
ginger mcale 11 Posted August 4, 2011 Wow this is very interesting. Thank you seany and dwarden for all the informations and links. This inside ArmA as PP effect (and maybe before the HUD elements get rendered) would be great! :D Share this post Link to post Share on other sites
MavericK96 0 Posted August 4, 2011 I don't see a reason why xp64 shouldn't work. The only problem with 64 bit is compatibility with 64 bit games. Although, XP and Vista/& drivers are different so I guess its possible that nvidia don't have this option for XP. They have done such things before. The problem is that XP64 sort of ended up being the "red-headed stepchild," and despite being one of the first 64-bit OSes, there was very little driver/application support for it. I've used it personally and I had a lot of problems with it. Would never consider using it again for really any purpose...Vista and 7 are perfectly fine for the 64-bit realm. Share this post Link to post Share on other sites
ginger mcale 11 Posted August 4, 2011 Version 6 out. [some dude]Thank you for the info about "The Last Remnant". I fixed the incompatibility and maybe it fixes other games as well. I also improved d3d10 compatibility a little. http://hotfile.com/dl/125853856/6607130/injectFxaa_by_some_dude_6.7z.html I have no DirectX 11 hardware, however I tried to just "blindly" write some code so you guys can test it. Try to use the files from the d3d10 folder with a d3d11 game and just tell me what happens. http://www.forum-3dcenter.org/vbulletin/showthread.php?p=8868120#post8868120 Share this post Link to post Share on other sites
ajax420 0 Posted August 4, 2011 Thanks everyone. I'll be getting a copy of 7,64bit very soon. Share this post Link to post Share on other sites
bensdale 0 Posted August 4, 2011 Wow nice thx for this!!! Sad it works not with the beta. Share this post Link to post Share on other sites
dmarkwick 261 Posted August 4, 2011 Wow nice thx for this!!!Sad it works not with the beta. Are you sure? Did you copy the files into the beta executable folder? Share this post Link to post Share on other sites
bensdale 0 Posted August 4, 2011 yes and after this i can't start OA without a crash. Share this post Link to post Share on other sites
ginger mcale 11 Posted August 4, 2011 Same here. Or it starts, fine in menu, loaded editor placed unit, previewed, crash. But it works great without beta. Share this post Link to post Share on other sites
gossamersolid 155 Posted August 4, 2011 Same here. Or it starts, fine in menu, loaded editor placed unit, previewed, crash. But it works great without beta. Bigmorgan said he put the files in the expansions/beta folder and the root arma 2 folder and it worked for him. Didn't try myself, only tried without beta. Share this post Link to post Share on other sites
GROM64 10 Posted August 4, 2011 (edited) Works for me and I'm always running latest betas. Only little problem i have, is that when i use (Del) key in the editor, it takes screenshot for me, and i didn't find a way to reassign FXAA control keys. Edited August 4, 2011 by GROM64 Share this post Link to post Share on other sites
MavericK96 0 Posted August 4, 2011 Works for me and I'm always running latest betas.Only little problem i have, is that when i use (Del) key in the editor, it takes screenshot for me, and i didn't find a way to reassign FXAA control keys. Probably the only option would be to re-assign the keys in ArmA? Share this post Link to post Share on other sites
Dwarden 1125 Posted August 4, 2011 Minor changes in d3d9 mode, no changes in d3d10 (due to no bugreports with small demos and my lack of d3d11 hardware). Additionally I gave Anarki_Hunter's suggestion some attention. Beta 7 gives you the possibility to add a sharpening pass in DirectX 9 prior to fxaa execution. The readme contains how. http://hotfile.com/dl/125884644/6d01...dude_7.7z.html Share this post Link to post Share on other sites
ginger mcale 11 Posted August 4, 2011 [some dude]Sorry guys, I tried to consider all the different game engines I encountered so far and sometimes a new version creates and breaks compatibilities at the same time. However, I think to have found a good solution for the "darkness" problem which also fixes Crysis 1 -dx9 (Thanks Ronny145). From how I expect GTA4's engine to work, it also may fix the lights. http://hotfile.com/dl/125887302/d5a49f2/injectFxaa_by_some_dude_8.7z.html http://www.forum-3dcenter.org/vbulletin/showthread.php?p=8869098#post8869098 Share this post Link to post Share on other sites
GROM64 10 Posted August 4, 2011 As i have to wait 30 minutes before it lets me download beta8, I have some beta 7 pictures to comapre. Btw. it looks, that when running beta, you might have to have, files copied to both main and beta directory. To enable/disable sharpening filter, you modify file in main game dir. Loading screen empty world FXAA ON, Sharpening Filter ON: Utes - FXAA ON, Sharpening Filter ON: Utes - FXAA ON, Sharpening Filter OFF: Utes FXAA OFF, regular look, no AA: Share this post Link to post Share on other sites
BigMorgan 11 Posted August 5, 2011 I like the sharpening filter but it could use some Arma 2-specific attention... sadly I don't have the skills or requisite knowledge for this. :( Share this post Link to post Share on other sites
-=seany=- 5 Posted August 5, 2011 As i have to wait 30 minutes before it lets me download beta8,I have some beta 7 pictures to comapre. Btw. it looks, that when running beta, you might have to have, files copied to both main and beta directory. To enable/disable sharpening filter, you modify file in main game dir. Nice comparisons thanks Share this post Link to post Share on other sites
bensdale 0 Posted August 5, 2011 Thx GROM64 It works now with files in both directory's :ok: Share this post Link to post Share on other sites