Super sampling is great when you have enough GPU power to brute force better AA, and I’m really hoping TXAA gets better. TXAA makes a huge difference when it comes to shimmering, and is kind of a necessary evil for me when playing games. It looks awesome in motion when it isn’t causing artifacts, but it’s terrible for screen shots.
True, but I feel that Super Sampling does more than AA, it just makes everything… better. Soon we’ll have 4K displays and VR becoming quite common, with powerful graphics card to render all that SSAA 2X ie. 8K with pure realtime GI. Mind-blowing stuff.
That’s true, I’ve gone back and am playing with SuperSamplingAA 2x WITH TXAA, nice mix of crispness and softness (also with tweaked SSR):
Is there a difference between changing the screen percentage and just launching the game in a higher resolution and displaying it on a 1920x1080 monitor?
This is what I do before starting to record :
Cool. I think that method you mention does the same thing. But specifying screen percentage would be the “proper” way to do it? Since it’s done in the Post Process Volume workflow.
As for TXAA, the thing is I’m not a 3D guy. I’m coming from a PC gamer perspective. Many gamers would say TXAA alone makes everything way too soft and blurry, as technically excellent as TXAA is.
That’s why to me it looks like SSAA2X with TXAA gives a very nice blend of sharpness and softness that a wide range of people would appreciate… Which is apparently your workflow, TXAA with supersampling through the “standalone window size” method.
Beautiful. The Way It’s Meant To Be Played™ …Oh wait that’s Nvidia.
Yup that’s 4x1920 = 8K. Screen percentage 200% will be 4K for a 1920x1080 display. Screen percentage 200% with TXAA is more than enough for recording 1920x1080p.
Me too, older versions of Geforce experience used to be very buggy but now it works great. Can record in-game and also your desktop! Great to make quick tutorials!