JuggernautOfWar 1 Posted February 7, 2012 In 1.60 it says there is a new FXAA mode implemented. I do not see this anywhere. The options are the exact same I'm used to seeing. Share this post Link to post Share on other sites
max power 21 Posted February 7, 2012 It's available in a an arma2.cfg switch. Learn about it here. Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted February 7, 2012 Thank you. Are there any comparison pictures? Especially of the Sharp setting? I honestly have no idea what it actually does and how much performance is hit. Share this post Link to post Share on other sites
max power 21 Posted February 7, 2012 Performance is hit very little and the sharp setting is quite noticeable. If you've ever used photoshop it looks sort of like the unsharp mask filter. Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted February 7, 2012 The sharp setting is quite noticeable, though the FXAA setting itself isn't very noticeable at all. Doesn't even look like AA is on at all when set to 17(39). Share this post Link to post Share on other sites
max power 21 Posted February 7, 2012 (edited) I think it's supposed to compliment another anti aliasing method, but I am no expert. At least, that was my assumption after I tried it and found that it didn't seem to do much on its own. edit: here is a white paper explaining what it does. It seems like the its capabilities in this paper and what I'm seeing are two different things. Perhaps my graphics card isn't handling it properly. Who knows. http://www.ngohq.com/images/articles/fxaa/FXAA_WhitePaper.pdf Edited February 7, 2012 by Max Power Share this post Link to post Share on other sites
jedra 11 Posted February 7, 2012 The sharp setting is quite noticeable, though the FXAA setting itself isn't very noticeable at all. Doesn't even look like AA is on at all when set to 17(39). There is a difference, but it's subtle. Best thing to do is look at things like power lines and you will see the smoothing effect there. It also depends on your monitor resolution. At 2560x1600 the changes are extremely subtle. On my client with lower res (can't remember what res it is), the effect is more noticeable. Share this post Link to post Share on other sites
sberla101 50 Posted February 8, 2012 I've tried to change my CFG ArmA OA profile, here the differences: Without FXAA http://www.bitevox.com/di-USGU.jpg FXAA set to "17" http://www.bitevox.com/di-WAUZ.jpg Benchmark 1 (Takistan): 58 FPS Texture: High Memory: Default Anisotropic Filter: Disabled Antialiasing: Disabled Terrein: High Object: High Shadow: High HDR: High PostProcess: Disabled VSync: Enabled Resolution: 1920x1080 3D Resolution: 1920x1080 FXAA: 0 Benchmark 2 (Takistan): 51 FPS Texture: High Memory: Default Anisotropic Filter: Disabled Antialiasing: Disabled Terrein: High Object: High Shadow: High HDR: High PostProcess: Disabled VSync: Enabled Resolution: 1920x1080 3D Resolution: 1920x1080 FXAA: 17 Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted February 8, 2012 Aw jeez. Now in the most recent beta patch we have SMAA introduced as well. Looks like we have even more stuff to fiddle with now! Share this post Link to post Share on other sites
papoose244 10 Posted February 10, 2012 Will fxaa be added to Arma 2? Share this post Link to post Share on other sites
Dwarden 1125 Posted February 10, 2012 Will fxaa be added to Arma 2? no, OA engine and newer, please consider update to newest engine Share this post Link to post Share on other sites
papoose244 10 Posted February 10, 2012 no, OA engine and newer, please consider update to newest engine I already have combined ops and reinforcements i just like to go back to arma 2 mp sometimes is there an fxaa injector i can use? Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted February 29, 2012 Now there's a new SMAA option with the new beta patch. How is this different and when/how should it be used? Share this post Link to post Share on other sites
Dwarden 1125 Posted March 1, 2012 there is BIKI with detailed info about these settings and include all the URL to know-more-about: http://community.bistudio.com/wiki/arma2.cfg#ARMA_2:_Operation_Arrowhead Share this post Link to post Share on other sites
pipscouse 10 Posted March 2, 2012 FXAA Sharpness doesn't show in my OA cfg, but I have the FXAA option (0-17 bit). Am I looking in the wrong place for the Sharpness option or do I have a dodgy 1.60 patch install? Share this post Link to post Share on other sites
ArmAriffic 10 Posted March 2, 2012 FXAA Sharpness doesn't show in my OA cfg, but I have the FXAA option (0-17 bit). Am I looking in the wrong place for the Sharpness option or do I have a dodgy 1.60 patch install? If it is not at the bottom add it Share this post Link to post Share on other sites
pipscouse 10 Posted March 2, 2012 Thanks buddy but how do I do that? Share this post Link to post Share on other sites
gammadust 12 Posted March 2, 2012 Use your selective reading approach here Share this post Link to post Share on other sites
ArmAriffic 10 Posted March 2, 2012 here is my ArmA2OA.cfg language="English"; adapter=-1; 3D_Performance=100000; Resolution_Bpp=32; Resolution_W=1360; Resolution_H=768; refresh=60; winX=162; winY=44; winW=800; winH=600; winDefW=800; winDefH=600; Render_W=1280; Render_H=900; FSAA=0; postFX=0; GPU_MaxFramesAhead=1; GPU_DetectedFramesAhead=1; HDRPrecision=8; lastDeviceId=""; localVRAM=1041825792; nonlocalVRAM=2147483647; Windowed=0; vsync=0; AToC=0; sceneComplexity=110000; PPAA=1; PPAA_Level=1; FXAA=12; FXAASharp=0; class ModLauncherList { class Mod1 { dir="baf"; name="Arma 2: British Armed Forces"; origin="GAME DIR"; fullPath="C:\Program Files\Bohemia Interactive\ArmA 2\baf"; }; class Mod2 { dir="pmc"; name="Arma 2: Private Military Company"; origin="GAME DIR"; fullPath="C:\Program Files\Bohemia Interactive\ArmA 2\pmc"; }; class Mod3 { dir="CA"; name="Arma 2"; origin="REGISTRY"; fullPath="C:\Program files\Bohemia Interactive\ArmA 2"; }; class Mod4 { dir="Expansion"; name="Arma 2: Operation Arrowhead"; origin="REGISTRY"; fullPath="C:\Program files\Bohemia Interactive\ArmA 2\Expansion"; }; class Mod5 { dir="@CBA"; name=""; origin="GAME DIR"; fullPath="C:\Program Files\Bohemia Interactive\ArmA 2\@CBA"; }; class Mod6 { dir="@I44"; name="Invasion 1944"; origin="GAME DIR"; fullPath="C:\Program Files\Bohemia Interactive\ArmA 2\@I44"; }; }; add FXAA = 12; (replace 12 with a number 0-40, 0 = disabled) and FXAASharp = 0; (same as before, replace with a number you like; 0 - 6, 0 = disabled) to your ArmA2OA.cfg Share this post Link to post Share on other sites
pipscouse 10 Posted March 3, 2012 Thanks guys. I'm not running the beta which explains why I can't see the Sharp feature :o Share this post Link to post Share on other sites
oktane 0 Posted March 8, 2012 there is BIKI with detailed info about these settings and include all the URL to know-more-about:http://community.bistudio.com/wiki/arma2.cfg#ARMA_2:_Operation_Arrowhead Dwarden, This is off topic but concerns shaders and the control method this particular addition uses. TL;DR please add shader control variables for blur and bloom in arma2.cfg similar to how the new shader additions are controlled. Lately many options for shaders have been added to arma2.cfg, similar to as was suggested 2+ years ago by many people, in tickets and forum threads, to address the individual blur and bloom shaders. The complaints started as soon as the game came out and added the smear when you turn feature. It was addressed by top devs a few times but nothing was ever done about it, a whole expansion later, still here we are. The only thing that was done once was the addition of a 'very low' PP gui setting, which didn't address the issue, since most enjoy the higher shaders. Very low turns most of them off. You don't have to make GUI options, anything is better than nothing. Hell we the community can make a little graphic tweaker app for the cfg if one doesn't already exist. But PLEASE, the level of shader control is far too course, and remains so after endless requests. The RV engines current shader loading programming is not made for community shader modifications either, it was never meant to be edited by anyone but those at BIS, since the whole game config.bin needs to go with it. Do not cite technical limitations, because I've spent man-weeks reversing how it works to make a very less than ideal 'hack' mod to remove some which has to be updated every single beta. In the end, the game does not offer any ideal way to disable the 'highly political' shaders like blur and bloom, as you do with these nice new ones. Thank you Share this post Link to post Share on other sites
-=seany=- 5 Posted March 8, 2012 (edited) I love almost all PP in every game, but the Bloom in Arma2 and Arrowhead does my head in. The glowing ground and sand etc is getting very old. I don't see a reason why we cant have a Bloom control in the .cfg that has at an Off, Medium and Heavy option for Bloom amount. ^ Left pic is PP Very Low, Right pic is PP Normal (what I want to use). The pic on the right has absolutely no basis in reality. I mean, an enemy could be literally hiding on the road in the cover of bloom it is so out of control. To get a proper look at the road I would have to move the "camera" about to temporarily cause the bloom exposure to ease. Or turn PP to Very Low. It is just frustrating, and happens all over Arrowheads' terrain. But...bloom is actually a nice effect (as are the other PP affects you have to loose if you put PP to a setting where bloom is off). We just need it at a manageable level or give us more control over it...Please! Things that are bright/white obviously are more susceptible to blooming. Makes me ask, why is there such high contrast on the roads etc? They are almost white, when you add bloom it just looks stupid imo. This is probably making bloom seem worse too. Edited March 8, 2012 by -=seany=- Share this post Link to post Share on other sites
rye1 21 Posted March 9, 2012 That bloom will make you need glasses if you play with it too much. Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted March 11, 2012 Wow that looks terrible! Share this post Link to post Share on other sites
dcal 16 Posted March 19, 2012 "because I've spent man-weeks reversing how it works to make a very less than ideal 'hack' mod to remove some which has to be updated every single beta." ....and it is one of the best mods out there. This really needs to be done. Hopefully future updates will allow more control over Bloom/Blur Share this post Link to post Share on other sites