

So 2x supersampling will give you a 50% performance penalty, 4x will give you a 75% drop, 8x will give you an 87.5% drop. In other words 4xSSAA would give you 1/4th the performance of no SSAA, or a 75% drop in performance to put it another way. In the situation where a game is bound by pixel shaders (usually the case in modern games) assuming no external bottlenecks the framerate after SSAA is applied will be 1/n of the framerate without SSAA where n is the number of samples. The last time I felt an actual impact was in Skyrim using a GTX 680. Speaking of performance, I can’t speak for the performance impact of forcing ambient occlusion. But then again, supersampling is very hard to run. Modern games always have their own ambient occlusion implementation, although they could really use the supersampling because modern games are more aliased than ever before. Why don’t these tweaks work in newer games? I suppose NVIDIA decided that compatibility isn’t needed.
#NVIDIA RESHADE PLUS#
Plus I hate aliasing more than almost anything else. Nonetheless, these tweaks are a primary reason as to why I stick with NVIDIA graphics cards many of the best games ever made are DX9, and I like to make them look as good as possible. There are very few exceptions it is possible to force ambient occlusion into Metro Redux using this method (a DX11 game), and it does improve image quality ever so slightly. Unfortunately these tweaks only work in pre-DX10 games, the ambient occlusion probably only working in DX9 (and maybe a few OpenGL titles). Whereas MSAA is only good for removing aliasing on geometry, MLAA/SMAA/FXAA targets only shader aliasing but they’re pretty much good for nothing at 3440 x 1440 and below, TAA is a good all around method but still not on supersampling’s level (though it’s often not demanding at all so there is no good reason for MLAA/SMAA/FXAA to exist anymore).

The filters it applies are far more complex and effective at eliminating aliasing, and it gets rid of all kinds of aliasing whether it’s geometry, shader, aliasing on transparent textures, temporal, you name it. This is the principle behind downsampling, supersampling’s infant brother simulate a larger resolution by rendering the image at a larger resolution and then scaling it back down with a rescaling filter (Lanczos being the best I know of, used by GeDoSaTo).īut supersampling doesn’t just use a simple rescaling filters. You see, if we could play games at a large enough resolution (5k or higher from my experience) then aliasing wouldn’t be an issue. Supersampling is the ultimate anti-aliasing method, and also the most demanding.

Unfortunately, nothing in this article can help those games. Some of the biggest offenders include The Witcher 3, Assassin’s Creed: Unity, all the modern Tomb Raider games, and numerous others. These games, even at 2560 x 1440 and sometimes even at 4k, are so aliased that all objects will appear like distorted raw polygons with moving, white jaggy edges. Many games today are heavily aliased even with their anti-aliasing setting maxed out, because they only have highly ineffective, overly simple AA such as MLAA, FXAA, or SMAA. And aliasing? It can make an otherwise great looking game look horrible.
#NVIDIA RESHADE FULL#
Without ambient occlusion (or full global illumination which is even better), games look so much less realistic as light no longer seems to have much of an effect on the environment. Only use this if ReShade somehow doesn’t work in said game. However, forcing ambient occlusion through drivers/NVIDIA Inspector is inferior to ReShade MXAO. The downsampling used by NVIDIA DSR, AMD VSR, and GeDoSaTo is less effective than these supersampling methods, as those use much less effective rescaling filters even when set to the best ones.
#NVIDIA RESHADE DRIVER#
This is at the driver level it is much more precise, and supersampling is technically by far and large the most effective anti-aliasing method and it just cannot be beaten as it gets right to the root cause of aliasing and eliminates it with absolutely no performance-saving metrics. This methods of forcing anti-aliasing are infinitely more effective than ReShade, GeDoSaTo, SweetFX, and whatever other shader injectors exist. The tweaks I’m going over in this thread are forcing ambient occlusion and supersampling into games. Many people aren’t aware that Inspector has a plethora of options for tweaking image quality. Like an expanded version of that section of NVIDIA Control Panel. NVIDIA Profile Inspector is a tool for editing driver settings on NVIDIA GPUs (as well as monitoring and overclocking, like RivaTuner and its derivatives).
