Screen Tearing
I'm using a 5770 and currently running version 10.8, which lets me run all the "new" options. It was nice when they finally fixed the FSAA and Occlusion compatibility. I have not seen the need to upgrade to 10.9 yet.
Anyway, I also have "Wait for vertical refresh" set to Always On in the CCC, and Vertical Sync is also enabled in-game. Mine still caps at 60fps as expected, and I get no tearing.
I wish I knew why yours is not working. I don't know why your card would shut down after a driver reinstall either. That sounds a bit fishy. I've never seen that before. Hopefully there isn't something physically wrong with it.
That's the funky part... beyond from the no boot after driver upgrade... I have zero issues with the card. No heat problems. Excellent performance. And now with CCC set for off, unless specified by application, no tearing or choppiness at all with VS enabled in game.
Just for giggles, flying around Atlas, I cranked everything to max.
1920X1200 resolution
8X FSAA
16X AF
Bloom on
Depth of Field on
Ambient Occlusion Ultra
Desaturation Effects Enabled
World and Costume Detail 200%
38 FPS
As per Lemur Lad's request, here's my CCC settings:
FSAA: Let Application Decide
AF: Let Application Decide
Catalyst AI: Enabled: Standard
Mipmap: High Quality
Wait for Vertical Refresh: Off, unless application specifies
Antialising Mode: MultiSample AA
Triple Buffering: Enabled
Edit2: DoF still looks bad to me and I don't notice the difference between 4X and 8X FSAA, so I disabled DoF and set FSAA back to 4X.
And disabled Ambient Occlusion. Any level of it, with any tweak at all, breaks FSAA. Not badly mind you... but if you're out in a zone with a building's vertical edge in your frame, you'll see what I'm talking about.
Be well, people of CoH.
Villains: Annie Alias, Dr. Amperical, Shade Golem, Knight Marksman
Heroes: The Clockwork Mime, Soccerpunch, The Fissioneer, Samurai Houston, Oversteer
Join The X-Patriots on Virtue!
Anyone know if building vertical edges get choppy with AO and FSAA enabled on Nvidia cards?
Be well, people of CoH.
Here's a post I just made about the issues I'm having on my GeForce GTX460.
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And disabled Ambient Occlusion. Any level of it, with any tweak at all, breaks FSAA. Not badly mind you... but if you're out in a zone with a building's vertical edge in your frame, you'll see what I'm talking about.
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Seems like anything rendered against fog (atmospheric local fog or just distance fog) or war walls, etc. is not anti-aliased for me. I take it they haven't fixed that in the 10.9s then? Assuming it's even a driver problem that is.
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If you want to take a screenshot of something so I can see what you guys mean, I'll take a shot of the same area with mine to compare.
Roger that:
First one is my normal settings. FSAA 4X, AO off. Second one is bumping AO on one notch to High Performance. See how the edge on the right building totally frags out?
Be well, people of CoH.
I do notice some very slight degradation, but only when I stare at it while I switch the option. It certainly doesn't make it look like FSAA isn't working like your picture does.
Using the same options and in the same order as your images above:
Hmm, starting to look like they did break it with the 10.9s then.
But let's compare settings:
In CCC:
FSAA: Let Application Decide
AF: Let Application Decide
Catalyst AI: Enabled: Standard
Mipmap: High Quality
Wait for Vertical Refresh: Off, unless application specifies
Antialising Mode: MultiSample AA
Triple Buffering: Enabled
In Game:
Resolution: 1920X1200
3D res Scaling: 1920X1200
Refresh Rate: 60
Gamma: 100%
FSAA: 4X
Advanced Graphics: Enabled
Graphical Quality: Customized
Environment Reflections: Ultra
Water Effects: Ultra
Advanced Shadow Settings: Disabled
Shadow Quality: Highest
Advanced Occlusion Settings: Disabled
Ambient Occlusion: Off
Suppress FX When Close: Disabled
Ageia: N/A
Particle Physics: High
World Texture: Very High
Character Texture: Very High
World Detail: 200%
Character Detail: 200%
Max Particle Count: 25050
Vertical Sync: Enabled
Mouse Cursor: Color
Use Geometry Buffers: Enabled
Anisotropic Filtering: 16X
Texture Crispness: Smooth
Shader: High
Depth of Field: Disabled
Bloom: Regular
Bloom Amount: 100%
Desaturation FX: Enabled
Be well, people of CoH.
I took another couple pictures and enlarged them to better show that there actually is a difference. You can see it in the first pictures I posted if you look close enough, but like I said.. it's not as drastic as yours.
This makes me want to download the 10.9 just to see if i get the same result as you.. but then again.. it also makes me NOT want to download 10.9 haha
In the same order again:
My settings are bracketed next to them and any differences are highlighted for easy comparison.
In CCC:
FSAA: Let Application Decide [Use application setting]
AF: Let Application Decide [Use application setting]
Catalyst AI: Enabled: Standard [Disabled]
Mipmap: High Quality [High Quality]
Wait for Vertical Refresh: Off, unless application specifies Use application setting [Always On]
Antialising Mode: MultiSample AA [Multi-sample AA]
Triple Buffering: Enabled [Enabled]
In Game:
Resolution: 1920X1200 [1680x1050]
3D res Scaling: 1920X1200 [1680x1050]
Refresh Rate: 60 [60]
Gamma: 100% [100%]
FSAA: 4X [4x]
Advanced Graphics: Enabled [Enabled]
Graphical Quality: Customized [Customized]
Environment Reflections: Ultra [Ultra Quality]
Water Effects: Ultra [Ultra Quality]
Advanced Shadow Settings: Disabled [Disabled]
Shadow Quality: Highest [Highest]
Advanced Occlusion Settings: Disabled [Disabled]
Ambient Occlusion: Off [Off (in first picture); High Performance (in second)]
Suppress FX When Close: Disabled [Disabled]
Ageia: N/A [N/A]
Particle Physics: High [Very High (Not Recommended Without PPU)]
World Texture: Very High [Very High]
Character Texture: Very High [Very High]
World Detail: 200% [400% (via /visscale 4)]
Character Detail: 200% [200%]
Max Particle Count: 25050 [50000]
Vertical Sync: Enabled [Enabled]
Mouse Cursor: Color [Color]
Use Geometry Buffers: Enabled [Enabled]
Anisotropic Filtering: 16X [16x]
Texture Crispness: Smooth [Smooth]
Shader: High [High]
Depth of Field: Disabled [Disabled]
Bloom: Regular [None]
Bloom Amount: 100% [N/A]
Desaturation FX: Enabled [Enabled]
After looking at the differences, I flipped my Bloom on and off with no visible changes to the edge of the building.
Villains: Annie Alias, Dr. Amperical, Shade Golem, Knight Marksman
Heroes: The Clockwork Mime, Soccerpunch, The Fissioneer, Samurai Houston, Oversteer
Join The X-Patriots on Virtue!
Villains: Annie Alias, Dr. Amperical, Shade Golem, Knight Marksman
Heroes: The Clockwork Mime, Soccerpunch, The Fissioneer, Samurai Houston, Oversteer
Join The X-Patriots on Virtue!
I'm getting the same results with the jagged edge but on a GTX480. Even with FSAA maxed at 32x it's still the same only rounded off edges....
New issue. Wondering if anyone else is seeing it.
It appears that Vertical Sync has gone wonky. If I turn left/right, the top 45% of the screen becomes detached from the bottom 55%. The bottom quickly catches up when I stop moving, but the tearing is driving me nuts.
Vert Sync is set to always on in the CCC. Triple Buffering is enabled. Vert Sync is also enabled in the game options.
Disabling vert sync in either CCC or game changes nothing.
Was running 10.7s, upgraded to 10.9s...
And like every other time I've updated the drivers for my ati 5870, I get no post/no vid after doing so. I have to remove all power from the rig, wait a bit, plug power back in and it comes right up. I've never understood that.
Anyway, the tearing is gone... but now a new oddity: I'm not capped at 60 FPS anymore. I have vert sync enabled in both CCC and game and I was getting 135 FPS with my face against a war wall and I'm currently getting 111 in a sewer instanced mission.
What the hell....?
EDIT: Continuing to play around... with Vert Sync enabled in game but set to Off, unless specified by application, I'm capped back at 60 FPS.
With VS enabled in both places, while there was no screen tearing, the rendering was somewhat choppy across the whole screen.
Disabled VS in game, set it to always on in CCC, and it's non-functional in game. Ok, that explains it then. CHV is now overriding the CCC completely when it comes to Vert Sync. If it's enabled in both CCC and Game, it acts like it's Disabled.
Freaky.
Be well, people of CoH.