antialiasing transparency multisampling选择语言:从 到 翻译结果1翻译结果2 翻译结果3翻译结果4翻译结果5 翻译结果1复制译文编辑译文朗读译文返回顶部 透明多重采样抗锯齿 翻译结果2复制译文编辑译文朗读译文返回顶部 防混淆抗假信号透明度多采样 翻译结果3复制译文编辑译文朗读译文返回顶部 抗锯齿透明度多级采样 翻译结果...
Transparency Multisampling: No idea what I should do about it, enable or disable or if it's relevant at all Transparency Supersampling = eitehr OGSSAA (ordered grid, but is labeled simply as "supersampling" in inspector) or SGSSAA (sparse grid supersampling) I should have MSAA set at the...
Note:Alpha to coverage requires MSAA, as it is a multisampling method. Alternatively, SSAA or SGSSAA (the latter is MSAA combined with transparency SSAA) can be used instead to reduce jagged edges on alpha textures and objects.SGSSAA (and transparency AA)...
If I set "Antialiasing - Transparency" option to Multisampling or Supersampling, when exactly does it apply? 1. Game does not support AA or AA is turned off in-game. AA forced in Nvidia control panel. 2. AA turned on in-game. AA is set to "Application Controlled" in Nvidia control ...
API functionality, programmable anti-aliasing and texture filters, dual 10-bit DACs for flawless color representation and twice the memory bus width, twice the number of simultaneous textures, twice the number of vertex processors and twice the multisampling capability compared to its nearest competitor...
an economical hardware technique for high-quality antialiasing and transparency, Proceedings of the 1999 Eurographics/SIGGRAPH workshop on Graphics hardware, Jul... NP Jouppi - ACM 被引量: 135发表: 1999年 Resample Hardware for 3D Graphics Texture mapping is a core technology of current real-time...
I tried forcing 4xAA with Transparency Multisampling and certain parts did look better (mainly grass) but yea its still a shader aliased mess in a lot of places SGSSAA isnt really an option for me because i play borderless fullscreen pretty much all the time, lol. I'll try DSR sometim...
I dunno, doesn't it have a Multisampling command or something in the console? You could use that and then try to enhance it with one of the "xSupersampling" modes under transparency AA. This is equivalent to the SGSSAA setting in DX9 in OGL. Not many games work with it though MrBo...
I tried forcing 4xAA with Transparency Multisampling and certain parts did look better (mainly grass) but yea its still a shader aliased mess in a lot of places SGSSAA isnt really an option for me because i play borderless fullscreen pretty much all the time, lol. I'll try DSR sometim...