I've been starting to notice how AA blurs the image a little bit and its been bugging me, so i loaded up Arma2 to see how they did what i would later find out to be called downsampling. Arma2 does it in game, but its possible to do with Nvidia drivers too. For anyone new to this, its processing the game at a higher resolution, then downsampling it to your monitors resolution resulting in a much finer image with less aliasing and blurr from AA. In Arma 2 I was able to set it to 3840 x 2160 (or about) and as times it looked like my 1080p 3dtv became a higher resolution monitor. Add just a little AA on top of that, and wow... even better. The framerate hit was hefty, but not nearly as bad as i thought, certainly playable, and an SLI setup could handle it nicely i think.
Has anyone tried this in 3D?
Supposedly Nvidia drivers made downsampling impossible in the 280 driver set, so i hope that was a mistake.
I've been starting to notice how AA blurs the image a little bit and its been bugging me, so i loaded up Arma2 to see how they did what i would later find out to be called downsampling. Arma2 does it in game, but its possible to do with Nvidia drivers too. For anyone new to this, its processing the game at a higher resolution, then downsampling it to your monitors resolution resulting in a much finer image with less aliasing and blurr from AA. In Arma 2 I was able to set it to 3840 x 2160 (or about) and as times it looked like my 1080p 3dtv became a higher resolution monitor. Add just a little AA on top of that, and wow... even better. The framerate hit was hefty, but not nearly as bad as i thought, certainly playable, and an SLI setup could handle it nicely i think.
Has anyone tried this in 3D?
Supposedly Nvidia drivers made downsampling impossible in the 280 driver set, so i hope that was a mistake.
For me Downsampling doesn't work with 3D-Vision. First problem is, that 3840x2160 only works at 50Hz for me. Next problem is, when you start a game with 3840x2160 and enabled 3D-Vision you will get a red "Out of memory" warning across the screen.
[quote]Supposedly Nvidia drivers made downsampling impossible in the 280 driver set, so i hope that was a mistake.[/quote]
Well there was a driver-version with problems to set higher resolutions. But v290.36 let me set those resolutions again.
For me Downsampling doesn't work with 3D-Vision. First problem is, that 3840x2160 only works at 50Hz for me. Next problem is, when you start a game with 3840x2160 and enabled 3D-Vision you will get a red "Out of memory" warning across the screen.
Supposedly Nvidia drivers made downsampling impossible in the 280 driver set, so i hope that was a mistake.
Well there was a driver-version with problems to set higher resolutions. But v290.36 let me set those resolutions again.
Desktop-PC
i7 870 @ 3.8GHz + MSI GTX1070 Gaming X + 16GB RAM + Win10 64Bit Home + AW2310+3D-Vision
some dx10/11 games work with tommti systems ssaa tool.
NVIDIA TITAN X (Pascal), Intel Core i7-6900K, Win 10 Pro,
ASUS ROG Rampage V Edition 10, G.Skill RipJaws V 4x 8GB DDR4-3200 CL14-14-14-34,
ASUS ROG Swift PG258Q, ASUS ROG Swift PG278Q, Acer Predator XB280HK, BenQ W710ST
What AA mode are you using that's blurring the image? If you stick to MSAA and TSAA you shouldn't have an issue with blurring, especially in 3D Vision. If anything, supersampling/downsampling can introduce additional blurring issues over MSAA, especially with textures. While you do get more detail from the higher internal resolution, downsampling to native resolution generally results in a blurring effect on everything. You can try to lower LOD bias to compensate but right now this is the biggest complaint about Nvidia's FS-SGSSAA modes (no dynamic LOD adjustments) that I see from those interested in these kind of AA modes.
If you are referring to FXAA blurring, its definitely there, but on the flipside, FXAA performance is incredible so the blurring is worthwhile imo. You can also try to sharpen the textures to offset the blurring using negative LOD values, but negative LOD can result in some serious issues depending on the game.
Personally, FXAA has been an amazing revelation for me especially with 3D Vision. It allows me to rely on MSAA/TSAA even less, which is great considering how much more performance heavy these games have become over the years. Especially when it comes to VRAM use in some recent games, like BF3, Crysis 2, Skyrim with mods. I generally settle on 2xMSAA/2xTSAA if I can use FXAA in conjunction and get better results than I did with 8xMSAA/4-8xTSAA in the past. Also, with 3D Vision you get what amounts to 2x1 FS-SSAA by default, as conceptually your brain is compositing the stereo images into a single image for a natural AA effect. Its all very similar to the SLI AA modes without the rotated grid aspect of it for the two SLI images.
Anyways, sorry to ramble, but ya I wouldn't bother with downsampling and 3D Vision unless you're looking at some very old games. I think I messed with mixed mode OGSSAA+MSAA via nHancer in Halo 2 with 2x280 SLI for a bit and found it still wasn't worth the performance penalty and ultimately settled for 32xCSAA+TSAA.
Another popular title you guys can check out is Witcher 2 with its ubersampling. I don't know exactly what kind of SSAA it uses, whether its downsampled or multiple images composited, but its probably 4xSSAA judging from the performance hit (drops 60FPS to around 20FPS in 3D Vision). First thing to turn off imo for anyone who wants to play Witcher 2 in 3D Vision; while it does look good, the drop in performance just doesn't justify the improved visuals.
What AA mode are you using that's blurring the image? If you stick to MSAA and TSAA you shouldn't have an issue with blurring, especially in 3D Vision. If anything, supersampling/downsampling can introduce additional blurring issues over MSAA, especially with textures. While you do get more detail from the higher internal resolution, downsampling to native resolution generally results in a blurring effect on everything. You can try to lower LOD bias to compensate but right now this is the biggest complaint about Nvidia's FS-SGSSAA modes (no dynamic LOD adjustments) that I see from those interested in these kind of AA modes.
If you are referring to FXAA blurring, its definitely there, but on the flipside, FXAA performance is incredible so the blurring is worthwhile imo. You can also try to sharpen the textures to offset the blurring using negative LOD values, but negative LOD can result in some serious issues depending on the game.
Personally, FXAA has been an amazing revelation for me especially with 3D Vision. It allows me to rely on MSAA/TSAA even less, which is great considering how much more performance heavy these games have become over the years. Especially when it comes to VRAM use in some recent games, like BF3, Crysis 2, Skyrim with mods. I generally settle on 2xMSAA/2xTSAA if I can use FXAA in conjunction and get better results than I did with 8xMSAA/4-8xTSAA in the past. Also, with 3D Vision you get what amounts to 2x1 FS-SSAA by default, as conceptually your brain is compositing the stereo images into a single image for a natural AA effect. Its all very similar to the SLI AA modes without the rotated grid aspect of it for the two SLI images.
Anyways, sorry to ramble, but ya I wouldn't bother with downsampling and 3D Vision unless you're looking at some very old games. I think I messed with mixed mode OGSSAA+MSAA via nHancer in Halo 2 with 2x280 SLI for a bit and found it still wasn't worth the performance penalty and ultimately settled for 32xCSAA+TSAA.
Another popular title you guys can check out is Witcher 2 with its ubersampling. I don't know exactly what kind of SSAA it uses, whether its downsampled or multiple images composited, but its probably 4xSSAA judging from the performance hit (drops 60FPS to around 20FPS in 3D Vision). First thing to turn off imo for anyone who wants to play Witcher 2 in 3D Vision; while it does look good, the drop in performance just doesn't justify the improved visuals.
Ok finally done i bit of research on this. So this technique doesn't work on HDMI right now, since Nvidia doesn't support GPU scaling on HDMI and on some WinXP drivers, so im told.
Chiz, sorry for not replying to your post. Im trying to get Deus Ex to look as good as it can before i start it. All the options for that game blur detail, which i've tested. At 720p, i need all the detail i can get and im not happy with any of the AA modes. Im testing by standing a bit away from an in-game computer screen and looking at each AA modes effect on it and a few other things. Not good so far. Any compatibility flags for this to get a better type of AA that you know of?
Ok finally done i bit of research on this. So this technique doesn't work on HDMI right now, since Nvidia doesn't support GPU scaling on HDMI and on some WinXP drivers, so im told.
Chiz, sorry for not replying to your post. Im trying to get Deus Ex to look as good as it can before i start it. All the options for that game blur detail, which i've tested. At 720p, i need all the detail i can get and im not happy with any of the AA modes. Im testing by standing a bit away from an in-game computer screen and looking at each AA modes effect on it and a few other things. Not good so far. Any compatibility flags for this to get a better type of AA that you know of?
Make sure to view them at fullscreen if you have a 1080p monitor and 1:1 if not.
Look at the fence, flash hider, tree branches and shrubbery. Man do i really hope they make downsampling a feature. In Arma2 you just set your resolution and your done.
Make sure to view them at fullscreen if you have a 1080p monitor and 1:1 if not.
Look at the fence, flash hider, tree branches and shrubbery. Man do i really hope they make downsampling a feature. In Arma2 you just set your resolution and your done.
Downsampling results in great, aliasing-free and shimmering-free, rockstable images. I really love it.
But it can also cause the same problem discussed in the other thread: If the game renders at that high a resolution, it might also use very fine HUD elements, which just become to small to read or interprete after the downscaling is done.
Exactly the same that's happening when using 1080p SBS or CB :)
For Anti-Aliasing the best way to do it is still super sampling. Here, every polygon/texture is still rendered at a higher resolution and is then downsampled, but the overall scene has the correct resolution and the game renders its fixed elements (HUD, texts) at the correct resolution (but there are also some examples where the HUD still becomes a bit blurry that way because of the way the game is rendering the HUD).
For nVidia, you can enable "Sparse Grid SuperSampling" using the nVidia Inspector. You also have to shift the LOD Base to make sure that the textures use the optimal resolution. I was looking in the net for an article giving the details how to do that, unfortunately I can only find german articles...
Downsampling results in great, aliasing-free and shimmering-free, rockstable images. I really love it.
But it can also cause the same problem discussed in the other thread: If the game renders at that high a resolution, it might also use very fine HUD elements, which just become to small to read or interprete after the downscaling is done.
Exactly the same that's happening when using 1080p SBS or CB :)
For Anti-Aliasing the best way to do it is still super sampling. Here, every polygon/texture is still rendered at a higher resolution and is then downsampled, but the overall scene has the correct resolution and the game renders its fixed elements (HUD, texts) at the correct resolution (but there are also some examples where the HUD still becomes a bit blurry that way because of the way the game is rendering the HUD).
For nVidia, you can enable "Sparse Grid SuperSampling" using the nVidia Inspector. You also have to shift the LOD Base to make sure that the textures use the optimal resolution. I was looking in the net for an article giving the details how to do that, unfortunately I can only find german articles...
softTH can be used to render many dx9 games at up to 4 times the screen resolution (i.e. 720p -> 1440p, 1080p-> 2160p)
this is especially useful for games where driver side SSAA blurs the image or doesn't work at all.
e.g.
Duke Nukem Forever
Dead Space 1 / 2 / 3
Kane & Lynch 1 / 2
Darkness II
Mafia 2
Timeshift
Resident Evil ORC
COD Black Ops
Alan Wake
FEAR 1 / 2
Condemned
Legend of Grimrock
softTH can be used to render many dx9 games at up to 4 times the screen resolution (i.e. 720p -> 1440p, 1080p-> 2160p)
this is especially useful for games where driver side SSAA blurs the image or doesn't work at all.
e.g.
Duke Nukem Forever
Dead Space 1 / 2 / 3
Kane & Lynch 1 / 2
Darkness II
Mafia 2
Timeshift
Resident Evil ORC
COD Black Ops
Alan Wake
FEAR 1 / 2
Condemned
Legend of Grimrock
NVIDIA TITAN X (Pascal), Intel Core i7-6900K, Win 10 Pro,
ASUS ROG Rampage V Edition 10, G.Skill RipJaws V 4x 8GB DDR4-3200 CL14-14-14-34,
ASUS ROG Swift PG258Q, ASUS ROG Swift PG278Q, Acer Predator XB280HK, BenQ W710ST
SoftTH, Ill definitely give it a try. Thanks. I've had i think 6 or so support tickets into Nvidia for the last year or two trying to get them to make MSAA work with 3DTV Play. When it doesn't work with games like Dead Space, even though its blurry post-process AA, they say its "expected behavior" and won't add MSAA support. Very frustrating
SoftTH, Ill definitely give it a try. Thanks. I've had i think 6 or so support tickets into Nvidia for the last year or two trying to get them to make MSAA work with 3DTV Play. When it doesn't work with games like Dead Space, even though its blurry post-process AA, they say its "expected behavior" and won't add MSAA support. Very frustrating
I've been downsampling for close to a year now in some games it works very well due to the conversion algorythm in the projector that I use.
I first became aware of it when a friend told me that he did it by editing the registry and told me about the FFXIPEDIA http://wiki.ffxiclopedia.org/wiki/Graphics
The biggest con is that it breaks some mods, their images garble due to not scaling.
I'll have to look into SoftTH. Funny thing is, I've been recommending to friends that want to use dual/triple monitor setups for 2D gaming on mismatched displays, but I've never really checked it out for myself.
Thanks for the heads up!
The biggest con is that it breaks some mods, their images garble due to not scaling.
I'll have to look into SoftTH. Funny thing is, I've been recommending to friends that want to use dual/triple monitor setups for 2D gaming on mismatched displays, but I've never really checked it out for myself.
Wow, SoftTH actually works. Metro 2033's framerate bogged down a little too much at 2650x1440, but Mass Effect was fine.
Thanks very much, i've been waiting for something like this for two years.
I'll try the reg edit sometime too.
I was reading on other implementations and saw that there's a neat program available for Radeon users explained at http://forums.guru3d.com/showthread.php?t=366244
While reading it, I saw where it's possible to use MSI Afterburner in conjunction with HWInfo64 to overlay performance information so you can compare using or not using down sampling.
See Post #41 on page 2 of the linked thread.
I see in the latest release of MSI Afterburner the release notes state
o Output video dimensions are no longer being forcibly cropped to be multiples of 16. Now cropping is optional and can be enabled via GUI
o Dedicated 1/2, 1/3 and 1/4 frame downsampling routines have been replaced with unified arbitrary downsampling routine. Now MSI Afterburner provides arbitrary frame downsampling functionality and allows selecting 360p, 480p, 720p, 900p, 1080p frame sizes for both 16:9 and 16:10 aspect ratios. Please take a note that arbitrary frame sizes list is user extendable so you may add your own custom frame sizes if necessary via the configuration file.
http://downloads.guru3d.com/MSI-Afterburner-2.2.0-Beta-14-download-2859.html
While reading it, I saw where it's possible to use MSI Afterburner in conjunction with HWInfo64 to overlay performance information so you can compare using or not using down sampling.
See Post #41 on page 2 of the linked thread.
I see in the latest release of MSI Afterburner the release notes state
o Output video dimensions are no longer being forcibly cropped to be multiples of 16. Now cropping is optional and can be enabled via GUI
o Dedicated 1/2, 1/3 and 1/4 frame downsampling routines have been replaced with unified arbitrary downsampling routine. Now MSI Afterburner provides arbitrary frame downsampling functionality and allows selecting 360p, 480p, 720p, 900p, 1080p frame sizes for both 16:9 and 16:10 aspect ratios. Please take a note that arbitrary frame sizes list is user extendable so you may add your own custom frame sizes if necessary via the configuration file.
Has anyone tried this in 3D?
Supposedly Nvidia drivers made downsampling impossible in the 280 driver set, so i hope that was a mistake.
Has anyone tried this in 3D?
Supposedly Nvidia drivers made downsampling impossible in the 280 driver set, so i hope that was a mistake.
46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530
[quote]Supposedly Nvidia drivers made downsampling impossible in the 280 driver set, so i hope that was a mistake.[/quote]
Well there was a driver-version with problems to set higher resolutions. But v290.36 let me set those resolutions again.
Well there was a driver-version with problems to set higher resolutions. But v290.36 let me set those resolutions again.
Desktop-PC
i7 870 @ 3.8GHz + MSI GTX1070 Gaming X + 16GB RAM + Win10 64Bit Home + AW2310+3D-Vision
NVIDIA TITAN X (Pascal), Intel Core i7-6900K, Win 10 Pro,
ASUS ROG Rampage V Edition 10, G.Skill RipJaws V 4x 8GB DDR4-3200 CL14-14-14-34,
ASUS ROG Swift PG258Q, ASUS ROG Swift PG278Q, Acer Predator XB280HK, BenQ W710ST
If you are referring to FXAA blurring, its definitely there, but on the flipside, FXAA performance is incredible so the blurring is worthwhile imo. You can also try to sharpen the textures to offset the blurring using negative LOD values, but negative LOD can result in some serious issues depending on the game.
Personally, FXAA has been an amazing revelation for me especially with 3D Vision. It allows me to rely on MSAA/TSAA even less, which is great considering how much more performance heavy these games have become over the years. Especially when it comes to VRAM use in some recent games, like BF3, Crysis 2, Skyrim with mods. I generally settle on 2xMSAA/2xTSAA if I can use FXAA in conjunction and get better results than I did with 8xMSAA/4-8xTSAA in the past. Also, with 3D Vision you get what amounts to 2x1 FS-SSAA by default, as conceptually your brain is compositing the stereo images into a single image for a natural AA effect. Its all very similar to the SLI AA modes without the rotated grid aspect of it for the two SLI images.
Anyways, sorry to ramble, but ya I wouldn't bother with downsampling and 3D Vision unless you're looking at some very old games. I think I messed with mixed mode OGSSAA+MSAA via nHancer in Halo 2 with 2x280 SLI for a bit and found it still wasn't worth the performance penalty and ultimately settled for 32xCSAA+TSAA.
Another popular title you guys can check out is Witcher 2 with its ubersampling. I don't know exactly what kind of SSAA it uses, whether its downsampled or multiple images composited, but its probably 4xSSAA judging from the performance hit (drops 60FPS to around 20FPS in 3D Vision). First thing to turn off imo for anyone who wants to play Witcher 2 in 3D Vision; while it does look good, the drop in performance just doesn't justify the improved visuals.
If you are referring to FXAA blurring, its definitely there, but on the flipside, FXAA performance is incredible so the blurring is worthwhile imo. You can also try to sharpen the textures to offset the blurring using negative LOD values, but negative LOD can result in some serious issues depending on the game.
Personally, FXAA has been an amazing revelation for me especially with 3D Vision. It allows me to rely on MSAA/TSAA even less, which is great considering how much more performance heavy these games have become over the years. Especially when it comes to VRAM use in some recent games, like BF3, Crysis 2, Skyrim with mods. I generally settle on 2xMSAA/2xTSAA if I can use FXAA in conjunction and get better results than I did with 8xMSAA/4-8xTSAA in the past. Also, with 3D Vision you get what amounts to 2x1 FS-SSAA by default, as conceptually your brain is compositing the stereo images into a single image for a natural AA effect. Its all very similar to the SLI AA modes without the rotated grid aspect of it for the two SLI images.
Anyways, sorry to ramble, but ya I wouldn't bother with downsampling and 3D Vision unless you're looking at some very old games. I think I messed with mixed mode OGSSAA+MSAA via nHancer in Halo 2 with 2x280 SLI for a bit and found it still wasn't worth the performance penalty and ultimately settled for 32xCSAA+TSAA.
Another popular title you guys can check out is Witcher 2 with its ubersampling. I don't know exactly what kind of SSAA it uses, whether its downsampled or multiple images composited, but its probably 4xSSAA judging from the performance hit (drops 60FPS to around 20FPS in 3D Vision). First thing to turn off imo for anyone who wants to play Witcher 2 in 3D Vision; while it does look good, the drop in performance just doesn't justify the improved visuals.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
Chiz, sorry for not replying to your post. Im trying to get Deus Ex to look as good as it can before i start it. All the options for that game blur detail, which i've tested. At 720p, i need all the detail i can get and im not happy with any of the AA modes. Im testing by standing a bit away from an in-game computer screen and looking at each AA modes effect on it and a few other things. Not good so far. Any compatibility flags for this to get a better type of AA that you know of?
Chiz, sorry for not replying to your post. Im trying to get Deus Ex to look as good as it can before i start it. All the options for that game blur detail, which i've tested. At 720p, i need all the detail i can get and im not happy with any of the AA modes. Im testing by standing a bit away from an in-game computer screen and looking at each AA modes effect on it and a few other things. Not good so far. Any compatibility flags for this to get a better type of AA that you know of?
46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530
http://forums.nvidia.com/index.php?showtopic=221677&view=findpost&p=1361278
Make sure to view them at fullscreen if you have a 1080p monitor and 1:1 if not.
Look at the fence, flash hider, tree branches and shrubbery. Man do i really hope they make downsampling a feature. In Arma2 you just set your resolution and your done.
http://forums.nvidia.com/index.php?showtopic=221677&view=findpost&p=1361278
Make sure to view them at fullscreen if you have a 1080p monitor and 1:1 if not.
Look at the fence, flash hider, tree branches and shrubbery. Man do i really hope they make downsampling a feature. In Arma2 you just set your resolution and your done.
46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530
But it can also cause the same problem discussed in the other thread: If the game renders at that high a resolution, it might also use very fine HUD elements, which just become to small to read or interprete after the downscaling is done.
Exactly the same that's happening when using 1080p SBS or CB :)
For Anti-Aliasing the best way to do it is still super sampling. Here, every polygon/texture is still rendered at a higher resolution and is then downsampled, but the overall scene has the correct resolution and the game renders its fixed elements (HUD, texts) at the correct resolution (but there are also some examples where the HUD still becomes a bit blurry that way because of the way the game is rendering the HUD).
For nVidia, you can enable "Sparse Grid SuperSampling" using the nVidia Inspector. You also have to shift the LOD Base to make sure that the textures use the optimal resolution. I was looking in the net for an article giving the details how to do that, unfortunately I can only find german articles...
But it can also cause the same problem discussed in the other thread: If the game renders at that high a resolution, it might also use very fine HUD elements, which just become to small to read or interprete after the downscaling is done.
Exactly the same that's happening when using 1080p SBS or CB :)
For Anti-Aliasing the best way to do it is still super sampling. Here, every polygon/texture is still rendered at a higher resolution and is then downsampled, but the overall scene has the correct resolution and the game renders its fixed elements (HUD, texts) at the correct resolution (but there are also some examples where the HUD still becomes a bit blurry that way because of the way the game is rendering the HUD).
For nVidia, you can enable "Sparse Grid SuperSampling" using the nVidia Inspector. You also have to shift the LOD Base to make sure that the textures use the optimal resolution. I was looking in the net for an article giving the details how to do that, unfortunately I can only find german articles...
this is especially useful for games where driver side SSAA blurs the image or doesn't work at all.
e.g.
Duke Nukem Forever
Dead Space 1 / 2 / 3
Kane & Lynch 1 / 2
Darkness II
Mafia 2
Timeshift
Resident Evil ORC
COD Black Ops
Alan Wake
FEAR 1 / 2
Condemned
Legend of Grimrock
NVIDIA TITAN X (Pascal), Intel Core i7-6900K, Win 10 Pro,
ASUS ROG Rampage V Edition 10, G.Skill RipJaws V 4x 8GB DDR4-3200 CL14-14-14-34,
ASUS ROG Swift PG258Q, ASUS ROG Swift PG278Q, Acer Predator XB280HK, BenQ W710ST
46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530
I first became aware of it when a friend told me that he did it by editing the registry and told me about the FFXIPEDIA http://wiki.ffxiclopedia.org/wiki/Graphics
The biggest con is that it breaks some mods, their images garble due to not scaling.
I'll have to look into SoftTH. Funny thing is, I've been recommending to friends that want to use dual/triple monitor setups for 2D gaming on mismatched displays, but I've never really checked it out for myself.
Thanks for the heads up!
Thanks very much, i've been waiting for something like this for two years.
I'll try the reg edit sometime too.
46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530
While reading it, I saw where it's possible to use MSI Afterburner in conjunction with HWInfo64 to overlay performance information so you can compare using or not using down sampling.
See Post #41 on page 2 of the linked thread.
I see in the latest release of MSI Afterburner the release notes state
o Output video dimensions are no longer being forcibly cropped to be multiples of 16. Now cropping is optional and can be enabled via GUI
o Dedicated 1/2, 1/3 and 1/4 frame downsampling routines have been replaced with unified arbitrary downsampling routine. Now MSI Afterburner provides arbitrary frame downsampling functionality and allows selecting 360p, 480p, 720p, 900p, 1080p frame sizes for both 16:9 and 16:10 aspect ratios. Please take a note that arbitrary frame sizes list is user extendable so you may add your own custom frame sizes if necessary via the configuration file.
http://downloads.guru3d.com/MSI-Afterburner-2.2.0-Beta-14-download-2859.html