A list of puns related to "Aliasing"
If you're unfamiliar, SFML is a low level c++ media library. I tend to think of it as somewhat akin to SDL if SDL was written in C++. Taken from Wikipedia
> SFML handles creating and input to windows, and creating and managing OpenGL contexts. It also provides a graphics module for simple hardware acceleration of 2D computer graphics which includes text rendering using FreeType, an audio module that uses OpenAL and a networking module for basic Transmission Control Protocol (TCP) and User Datagram Protocol (UDP) communication.
General
System
Bugfixes
Window
Features
I already know that SMAA 1X is the least horrible setting of them all, but that still makes the edges very jaggy. I've tried overwriting and enhancing the ingame setting in the NVIDIA Control Panel, but it doesn't seem to do anything. Anyone know how to get more smooth edges ingame?
Caldera has WAY more aliasing than Verdansk. All the buildings have noticeable aliasing issues that Verdansk did not have before. Everything at a long distance looks burry and indistinguishable. I know this just came out and maybe some adjustments can be made, but just visually speaking, everything looks more blurry and bland.
Do you play with it on or off? Do you have reasons why one way is better than the other? And what one do you use if its on?
Student here.
How do I make my images appear more clear? The scale is right and I'm getting the vessel open but it doesn't look 'crisp' .
Also, I recently scanned a friend for practice and the vessel kept aliasing as though it was a stenosis (aqua color) , however, I couldn't get a strong waveform for the life of me despite it 'filling' wall to wall. Would this mean my color scale was too low??
i'm new to the whole enb thing. i installed nevada enb. i turned off aa and anistropic filtering or whatever it's called i have my steam overlay off and i'm running at 1080 pc resolution my native resolution. but my game just looks horrible i have the edge anti aliasing on in the enb settings but it is not working. there is a thing underneath it but i can not enable it
i know that unreal engine 5 has decreased our fps already buit anti aliasing is force enabled i dont know when they will fix it and nobody body is posting this in trello too
I definitely understand that there are very good reasons to over sample when using plugins in a DAW, especially those whose effects are non-linear like compression, saturation and distortion to avoid aliasing, but if youβre someone like me who basically uses the computer like tape β as a medium to record onto β while using my mixer and a few pieces of outboard gear that I have to actually do the mixing, is there a reason to use a sample rate greater than 44.1KHz? The Nyquist limit at that sampling rate is 22.05KHz and the upper limit of what is audible to a child with perfect hearing is 20KHz, and furthermore the highest frequency that one will ever actually hear in music (and not often) is C8, the 88th key on a piano. which in standard A4=440Hz pitch and 12 tone equal temperament is 4186Hz, and in terms of vocals the extreme top end of the whistle register for a soprano is D6, which is 2349Hz.
Iβm honestly quite new to the world of digital recording and it seems that the universal recommendation is to use a sampling rate of 96KHz, so thatβs what Iβve been using. However, a file with 96,000 samples per second, each sized 24 bits, is humongous, and my extremely rudimentary knowledge about digital signal processing, the limits of the human ear and the range of instruments suggest to me that more than 50,000 of those samples are totally redundant. Am I missing something? Is there a reason to record at a sampling rate higher than 44.1KHz when simply recording and not working in a context where aliasing might become an issue?
https://reddit.com/link/rzv7qn/video/gkav30ymtoa81/player
So I've played a bit of the RE2 VR mod and I'm loving it! However, the biggest issue I have is some pretty aggressive aliasing. I tried using TAA+FXAA but it's still pretty noticeable in areas like the RPD main hall. It's no deal breaker (VR mod is still the way to play), but would love to lessen those jaggies if anyone has suggestions.
It's easier to explain the problem with a video. I've recorded the screen on the Quest itself, if I were to record it with the Link software the artefacts wouldn't show up. You may want to download the video because with all the compression of the preview, it's really hard to spot the problem.
https://drive.google.com/file/d/1W7UL77-4w1Bw17jipu-zUbahz-r1s8c3/view?usp=sharing
Look at the white border inside of the photo frame. Depending on my head rotation, it splits up into many different lines, resulting in the line appearing jagged and flickery. I will add the unedited video here, you can see that it isn't caused by any editing etc.
Full video: https://drive.google.com/file/d/1Shj6ngoBe_Duc89HLdAyaITSklhxsAya/view?usp=sharing
There are also some "lines" that can be seen on the brick wall. I don't know what they are, but they always point "upwards" compared to the headset location. It is like the screen door effect, but it's present on the video, and isn't caused by the quest.
Link configuration for this recording:
Resolution: max (1.5) (5408x2736)
Refresh rate: 72Hz
From the oculus debug tool:
Bitrate: 400mbps (wired)
Link sharpening enabled
Encode resolution: 3664.
I've repeated the same test without messing up with any debug tool parameters; with the "auto" resolution; with link sharpening on/off but nothing solved the problem. It gets better with higher resolution (at normal resolution it's horrible) but this kind of antialiasing problem shouldn't be there at the first place. I've got a 3060Ti, it's not the best graphics card out there but it is easily more than enough for Oculus Home, where I shot this video. This issue is only present with Link (or Airlink), standalone titles/UI doesn't have this problem.
Any ideas how I can fix this?
Dont remember it being there in the original games, or maybe I just have some rose tinted glasses. Ive noticed anti aliasing on just about everythig, grates, ships, guns, helmets, you name it. Its not major and I still enjoy the game but I can take you out a bit.
Does anyone here have a fix to the problems?
Hey! I have the HP Victus RTX 3060 6GB and it was working fine up until 2 months ago. It has once crashed due to overheating, it has been overheating since then, and the anti-aliasing seems not be working in any game or application. I've tried resetting the windows, re-installing the GPU drivers through DDU, installing older graphic drivers, connected to external displays as well but it was the same, changing the scaling to 100% instead of the recommended 125%, so far nothing seems to be working. I've had my laptop vents and insides cleaned as well. I noticed while playing Control that when I turned on the MSAA option, the graphics weren't loading properly, there were black sports around the things which use the MSAA option. Games I've tried: Control, Battlefield V, Nier, Dota 2, Witcher 3, Back 4 Blood, Hellblade, Star Wars Battlefront 2, Gears of War 4, Halo, Fortnite, NFS Heat, It Takes Two, and a few more.
I've read through a lot of forums and these users have the same problem I'm having it seems.
https://answers.microsoft.com/en-us/windows/forum/all/update-in-windows-10-broke-msaa-anti-aliasing/e74d45e3-8b43-40c2-92b8-be7965b979b6
https://forums.pcgamer.com/threads/anti-aliasing-not-working.4085/
https://linustechtips.com/topic/638876-jagged-shadowspop-inlow-lod-and-jagged-aa/#comments
Please help.
Look, I get the appeal of wanting to keep games looking nice at lower settings, but seriously? My game looks more like it's running at graphics 4-6 and I play on a very low-end laptop with a crappy GPU. Even JToH lags for me now and it never did before. I hope this is fixed eventually because this is really frustrating for me.
My PC is as follows: GTX 1070 8GB Intel i6700k 4Ghz 16GB RAM Windows 10
The game is running perfect on very high settings at 1080p, but the shimmering and the amount of aliasing is simply abysmal. My PC isn't able to handle this game at 2K or 4K, but even setting it to 4K for a moment still leaves a lot of jaggies/shimmering.
Is there any way at all of improving the AA? Why is there no choice of which AA you want to use aside of the on/off toggle for it? Also, Temporal Injection helps slightly, but then the game looks like I would be playing it at 720p back on my PS3 in the late 2000s.
I would really appreciate some help. Thanks in advance ;)!
ive tried everything, every option from graphic settings in ksp, ive tried to fix it with Nvidia control panel, but without any result, seems like nvidia control panel does not work on kerbal, Ive played Kerbal for a lot of years and ive never had that kind of problems, looks like im playing an 8bit game for real, even with maximum graphic settings. Lately this game is giving me a lot of problems, i spent more time on settings then on the actual game.
Mod list:
community terrain texture pack
EVE
Scatterer
Textures unlimited
im playing on 1.10.1 version
Let's assume I don't want to bother going through the steps of enabling both- which is better?
(is Bloom even worth it?)
Hi all.
I have a frustrating problem and I can't find a solution anywhere.
I have really ugly saw teeth, edges, and reflections in all my games. And that makes absolutely all games have a very bad image.
ps: I did a clean install of many driver versions, and nothing works.
PC formatting, HDMI cable test, among other things.
ps2: All games are in maximum graphics presets and 1080p.
https://reddit.com/link/rzwf03/video/1ro6mi4p3pa81/player
I havenβt really noticed anything wrong when listening after applying pro l2 on the master bus but what does aliasing sound like?
Hi, recently got the quest 2. Noticed that in the home environment there's a lot of aliasing/stuttering edges happening. For example, the railings in Winter Lodge seems very low res and are jagged. So when I turn my head they are shimmering.
My question is - is that normal or should I be concerned?
Maybe my expectations are too high?
I'm currently in the process of porting parts of my Angular Library to wasm using wasm-bindgen.
However, there is a Typescript feature where I'm not really sure on how to migrate it to Rust.
I have following Typescript Code:
export type GridComponentRows = { [index: number]: GridComponentColumns };
export type GridComponentColumns = {
[index: number]: Cell;
};
export type Cell = InputWrapperContainer[] | Grid | Grid[];
export type Grid = { ... };
Which results to:
#[wasm_bindgen]
extern "C" {
type GridComponentRows;
type GridComponentColumns;
type Cell;
#[wasm_bindgen(method, indexing_setter)]
fn set_grid_component_rows(...);
#[wasm_bindgen(method, indexing_getter)]
fn get_grid_component_rows(...) -> Option<GridComponentColumns>;
#[wasm_bindgen(method, indexing_setter)]
fn set_grid_component_columns(...);
#[wasm_bindgen(method, indexing_getter)]
fn get_grid_component_columns(...) -> Option<Cell>;
}
Is there any type-safe way to port the Cell
Type to Rust?
The nice thing about the Typescript compiler is, it forces you to check the "real" Type of an instance of Cell
. For example, you simply can't treat it like an array or an instance of Grid
.
Thanks in advance :)
These are my specs:
Ryzen 5 2600
16 GB RAM
RX 550 4 GB
1 TB SSD
1440p Ultrawide monitor
Windows 10
I'm on 1.0.7.0 and not using DXVK because weirdly enough it runs a lot better without it, although maybe I didn't let the cache build enough before making that judgement.
Anyway, the game really needs anti-aliasing. I have no idea if there's a way to enable it through the Radeon software and actually have it work. I thought about Supersampling but tbh I don't know if my GPU will drop the FPS since the resolution already kinda high imo.
I can't use SweetFX because I'm not using DXVK, but I tried it and honestly there wasn't really a huge improvement. I know I can probably mess with the settings more but I don't think it's possible to even use it without DXVK so idk.
Any help is appreciated! Thank you.
Let's say I have this folder structure:
.
βββ public
βββ server
β βββ tsconfig.json
β βββ package.json
βββ src/
β βββ main.ts
β βββ App.vue
βββ package.json
βββ tsconfig.json
My MAIN (root) tsconfig.json is:
{
"compilerOptions": {
"baseUrl": "./",
"target": "es2020",
"useDefineForClassFields": true,
"module": "esnext",
"moduleResolution": "node",
"strict": true,
"jsx": "preserve",
"sourceMap": true,
"resolveJsonModule": true,
"esModuleInterop": true,
"lib": ["dom", "dom.iterable", "esnext"],
"paths": {
"@/*": ["./src/*", "./dist/*"],
"shared": ["./shared"],
"@core": ["./src/core"]
}
},
"include": ["src/**/*.ts", "src/**/*.d.ts", "src/**/*.tsx", "src/**/*.vue"]
}
and my server/tsconfig.json
is:
{
"compilerOptions": {
"baseUrl": ".",
"esModuleInterop": true,
"lib": ["esnext"],
"module": "commonjs",
"moduleResolution": "node",
"outDir": "dist",
"sourceMap": true,
"target": "esnext",
"typeRoots": ["src/types", "node_modules/@types"],
"paths": {
"shared": ["../shared"],
"@core": ["./core"]
}
},
"include": [
"./server/types/**.d.ts",
"./src/**/*.ts",
"types/**.d.ts",
"../shared/index.ts"
]
}
Yet for whatever reason, my server/*.ts
files do not want to alias to whatever I have in paths
. I am using Vue 3 and Vite.
so... my PC isnt the best but can run the game very well in 720p the problem is the Anti aliasing that blurry all the game :(
the game for PC use Unreal Engine 4 its possible to force it to disable Anti aliasing?
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