So I just moved, havent gotten to play fc4 yet since release. Finally setup my rig, installed a 970 and new drivers.
I havent logged more than an hour.
Rig i7 4.2ghz, 6gb trip chan and gtx 970. asus 144hz 24". (maybe 144hz is a problem?)
everything is on ultra, have tried fur on/off/smooth no change with the issue.
The issue im having is things look a bit blurry. Like the asian dude in the pink suit at the intro has pixelated shoulders or something. Tough to describe.
It just doesnt look as sharp as I thought it would be with a higher spec rig.
Fps is really good, no dips below 45. (good in my opinion, i suppose)
So is this artifacting? what is artifacting?
I saw some textures not rendering as quick as they should (is that texture pop in?)
Can anyone show me what issues im having? or what some of the common ones are?
thank you
***motion blur is off...its not that.
.Originally Posted by djbordie Go to original post
What you're seeing is a low quality intro movie. For some reason, the entire bus-ride/Pagin Min murderfest is rendered in PS3 quality FMV. Once you actually start playing the game, the graphics become much higher rez.
Hi,Originally Posted by djbordie Go to original post
If you can post screenshots of the issue, that may help people offer suggestions?
will do eventually. I think its just the typical early release stuff.Originally Posted by Mr_Shade Go to original post
everything I read points to msaa and txaa causing bluryness for most.
Unless you have performance to spare and dont mind blur, avoid TXAA.
MSAA is traditional anti-aliasing, fairly performance intensive but it shouldn't cause blur outside of motion being less smooth due to decreased FPS. I'm pretty sure FC4 has an alpha to coverage option so it should do something for foliage as well as basic geometry.
SMAA is a (pretty decent, far better than FXAA) post process (it works on the final rendered frame, not as part of the actual rendering process) AA solution. All post process AA solutions blur the image to some degree, it varies depending on how good the solution is at detecting the edges it's meant to apply to and not blurring the whole texture. Their benefit is they have relatively little impact on performance.
TXAA is some kind of temporal (blends data from multiple frames to try to reduce 'shimmering' of things like grass when in motion) variation of MSAA, combined with some kind of post process AA (or an outright blur filter).
As others have said here and most reviews from reputable sites state, TXAA certainly blurs the image rather than being crisper than the other options. It does remove aliasing better than SMAA but it is also blurrier (the easiest way to hide aliasing is just to blur the hell out of the image) and has a lot larger impact on performance.
The performance hit combined with blur make it best avoided, at least in FC4 and most other games that currently support it.