#AA Quality
1 messages · Page 1 of 1 (latest)
should just be msaa 8x (mat_antialias 8)
could also set mat_alphacoverage 1
//mat_alphacoverage 1 // Enable alpha-to-coverage, which improves AA on thin overlapping surfaces
https://github.com/mastercomfig/mastercomfig/blob/develop/config/mastercomfig/cfg/comfig/comfig.cfg#L515
what about mat_aaquality?
I'm not sure that mat_aaquality really does anything, it looks like it's only really used in the dx10 implementation that they never finished, I might be wrong though
and I think if you set mat_antialias to 16 it enables '16x CSAA' on nvidia if it's something your driver supports
I don't know whether nvidia still has such a feature but presumably they have kept it around still
ah ok
From a quick test it looks like mat_antialias 16 does do 'something' on nvidia but honestly the end result looks worse than msaa 8x
so yeah msaa 8x is probably the highest quality
thank you for the help homie
@opal granite could you try enabling MFAA for TF2?
"When you enable MFAA on top of 8x MSAA, NVIDIA’s driver takes that 8x MSAA data and applies its multi-frame technique. MFAA alternates sampling patterns across frames, effectively aiming to deliver visual quality close to 8x MSAA but with a performance cost closer to 4x MSAA (or sometimes even lower). It’s like getting “8x quality” at a reduced computational expense."
I'm not sure how I would even tell if it's doing anything
From a brief test it looks the same and runs the same with the nvidia MFAA setting forced on or off for tf2
With MSAA 8x set in tf2
@grizzled shell has leveled up! (16 ➜ 17)
That might even be margin of error, it's super possible it has literally zero effect in tf2
This page says dx10 and dx11
ah alright
I guess maybe one could take screenshots with it on and off in the exact same place with setpos and pixel peep to see if there's literally any visual difference at all