It's proper MSAA (And not the blur based MLAA or other post-process effect.) and it's DX10 compatible or rather 10.1 compatible (Improves AA performance from what I understood back when it was talked about.) but only up to 4x (I only use 2x myself most of the time though but with transparency AA on and Edge-Detect set so when I bump it up to 4x EdgeAA activates and sort-of improves it comparable to roughly 12x MSAA, really demanding though and also increases GPU workload and heat greatly so I never really use it on modern games.)
EDIT: Technically FSAA would be superior without any blur or other optimizations or SSAA.
(MSAA has numerous optimizations and tweaks from both NVIDIA and ATI also but that's not something I'm very in-depth knowledgeable about.)
It's proper MSAA (And not the blur based MLAA or other post-process effect.) and it's DX10 compatible or rather 10.1 compatible (Improves AA performance from what I understood back when it was talked about.) but only up to 4x (I only use 2x myself most of the time though but with transparency AA on and Edge-Detect set so when I bump it up to 4x EdgeAA activates and sort-of improves it comparable to roughly 12x MSAA, really demanding though and also increases GPU workload and heat greatly so I never really use it on modern games.)
EDIT: Technically FSAA would be superior without any blur or other optimizations or SSAA.
(MSAA has numerous optimizations and tweaks from both NVIDIA and ATI also but that's not something I'm very in-depth knowledgeable about.)
Well, okay then, but I don't think people with DX10 cards will be able to use AA. I got this feeling you know. Cause those feature video screams "Pro AMD" advertisement and all those fancy stuff doesn't look very special. I'm only interested in the AA because the game is, to be honest, really jaggy
That above what I talked about is what it says right in the patch notes linked to previously.
EDIT: Quote.
Quote:
• Support for MSAA 2x,4x,8x.
Requires Shader Model 4.1 or Shader Model 5 support, not available on Shader Model 4.0.
The DirectX11 pipeline supports Full screen multi-sampled anti-aliasing at 2x,4x & 8x resolutions. Shader Model 4.1 cards will support 2x, 4x MSAA. Shader Model 5 cards will support 2x, 4x, and 8x MSAA
(10.1 improves performance as I understood it, pretty noticeable actually seeing say HawX 1 results with AA, but slightly favors AMD as they implemented it earlier - 3000 series, their second generation DX10 cards - though NVIDIA has it on the 400 and 500 series Fermi cards and the 400 series is pretty cheap even with third party models as is the lower-end lineup of the 500 series.)
Last edited by JBeckman on Sun, 8th May 2011 18:16; edited 1 time in total
Okay then. Thx JB. As always
It's just a lame ass AMD PR update, at least those GFX "features". There is just no other excuse than lazyness for not get AA to work with DX10 cards.
Well, at least we get some fine bugfixes with the patch too
locke89 wrote:
Who gives a frack about your feeling? The fact is, if your GPU supports DX 10.1, then you'll get AA. Simple. As. That.
There is just no other excuse than lazyness for not get AA to work with DX10 cards.
With DX10.1+ there's an easy and fast way to use MSAA provided by the API, with DX10 you have to come up with your own.
Spoiler:
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
No, you're the one blaming stupid things. He said the main idea from JB's explanation instead of ranting like you do.
You are absolutely right. I'm exactly blaming stupid things. Stupid things like the implementation of DX11 only to advertise AMD. And those super duper quadrupula effects aren't even spectacular. Since DX11 is almost the same as the two dead horses called DX10 and DX10.1, because it's the dead pig right next to them.
The most important changes are the huge list of bugfixes, but instead, they're plastering "AMD" all over this trailer while the bugfixes and new maps are only mentioned barely.. And that the game comes with many AMD cards as a bonus is just a coincidence too I guess
And yes, I care alot, since I like the game very much. But it's absolutely disgusting that people that don't have any DX10.1-11 cards are getting shafted and have to live with the crazy aliasing this games has, just because of an lame ass PR contract with AMD and portions of lazyness as the icing.
But it's absolutely disgusting that people that don't have any DX10.1-11 cards are getting shafted and have to live with the crazy aliasing this games has, just because of an lame ass PR contract with AMD and portions of lazyness as the icing.
I'd say it's just laziness. If it weren't AMD they would make it dx9 only with none of these DX10+ additions, so that would be even worse.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
I found it funny how he keeps saying AMD provided "on and off-site support" for the difficult tasks they had to do for DX11. So team were competent enough to create a fantastic DX9 engine, but when it comes to implementing relatively trivial and well documented and well exampled techniques, all of a sudden they required AMD's "on and off-site support". Please.
I found there's a benchmarks dir in the install dir, I run the benchmark_current_settings.bat or the benchmark_specify_properties.bat, but nothing happened, what's wrong here? thx.
I found there's a benchmarks dir in the install dir, I run the benchmark_current_settings.bat or the benchmark_specify_properties.bat, but nothing happened, what's wrong here? thx.
Run the batch files through a command line so you can see what happens.
Huge patch indeed Also there are more fixes and tweaks. Some of these "additional updates" were already listed before but now they're mixed in with new ones.
Spoiler:
http://forums.totalwar.com/showthread.php/17168-Patch-2-here-s-what-s-coming!
ADDITIONAL UPDATED INFO BELOW
Multiplayer-specific fixes
Unit costs
• Increased multiplayer costs of Cannon bune and Nihon Maru to 4000 and 5000
• Morale for Warrior Monks reduced by 2
• Naginata Warrior Monks melee attack reduced by 3
• Bow Cavalry cost reduced to 650
• Katana Cavalry cost reduced to 800
• Yari Cavalry cost increased to 850
• Fire Projecting Mangonels cost increased to 1500
• Fire Rockets cost increased to 1800
• European Cannons cost increased to 1500
Gameplay
• 14k is now the maximum fund bracket for matchmade battles
• Reduced siege unit accuracy
• Inspire ability bonus to morale reduced to 10 from 12
• Inspire ability bonus to accuracy reduced to 15 from 40
• Inspire ability bonus to reload reduced from 50 to 20
• Inspire ability bonus to melee attack reduced from 7 to 3
• Whistling Arrow penalties to units reduced
• All siege maps: Defender has 60% of funds instead of 50%
General
• Removed passive encourage friendly morale bonus from generals units
• Increased flanking morale penalties
• Changed casualty morale penalties to be smaller at low casualty levels and higher at large casualty levels
• Increased detonation radius on fire rockets
• Rapid volley reload rate bonus reduced from 70 to 30
Bugs
• Alt-F4 problem fixed. When any player disconnects from a matchmade battle, they will accrue a loss regardless of whether they are the host, or not. The player disconnecting will also suffer a 5% penalty on their ELO rating. The player not disconnecting will receive a win. It is, however, possible that wins accrued in this way will not update correctly on the leaderboard and avatar stats. All other gains from the win do work (eg unlocking of units, clan points, ELO skill rating etc)
• Enemy avatar customisations are now viewable in battle
• Bug where team matchmade battles always use small funds has been fixed
• Veteran unit speed upgrades are now working
• The ‘Hold firm’ clan speciality has been fixed
• The ‘Scares enemies’ clan speciality has been fixed
• Bug where matchmade battles sometimes result in incorrect battle type has been fixed
• Occasional soft lock in ‘opponent found, arranging battle’ has been fixed
• Various fixes to the matchmaking system and networking code
• Ability to delete hero units has been removed.
• Ability to clone veteran units has been fixed
• Bug where players randomly drop ELO points has been fixed
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