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I know from when I used SMAA, you can really fine-tune those numbers so they detect what you want, without it going crazy on literally every single object and texture in a game, especially since SMAA can't just anti-alias everything it detects. Using those small values means a lot is being detected, great, but kills performance. I'd perhaps fine tune some of the settings within' SMAA on the edge detection. I used FFXIV as my test subject since it has no truly good anti-aliasing setup, what you offered works alright, aside from the text being mangled up, quality is nice. SMAA tends to do quite a bit of blurring. well, they require a lot of performance, that much is for sure.Īs for the quality, stationary quality is very good, removes a lot, I wouldn't say it's non-blurry though. I just tried out both the 2-pass and 3-pass versions. Please Log in or Create an account to join the conversation. The apparent drop in detection of edges in the Luminance detection code seems to simply represent a reduction in false positive edge detection and thus produces a cleaner image that is more true to the original (before post-processing) output. For some reason, Color edge detection causes these SMAA passes to become too aggressive with "maybe" edges, resulting in a lot more application of false positive anti-aliasing and hence increased levels of scene blur and anti-aliasing artifacts. Selecting between the two was a point of contention for me for a long time however I noticed that (while using the debug views) although Color edge detection appeared to detect more edges, the visual result was consistently not desirable.
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This reply is meant to address the elephant in the room for anyone who's tried the presets and looked through the settings - yes, there's a good reason Luminance edge detection is used instead of Color edge detection. I may occasionally update those pastes if I discover an improvement that I can make however at this point I have been working at it for quite a long time and am fairly convinced I have it tuned about as well as it can be. Feel free to adjust the sharpening strength though, as it won't significantly affect image quality - it's the other things in the pass that were more important to match to SMAA. I also strongly advise disabling any driver-based sharpening or sharpening built into the game, since the smart sharpener in these presets is carefully configured to work with the SMAA passes for maximum image quality. After installing it to a game, you will also need to navigate to the folder and create two copies of the file "SMAA.fx", naming them "SMAA2.fx" and "SMAA3.fx" (SMAA3 is only required if you're going to use the three-pass version). I use the two-pass preset on the vast majority of my games.įor these to work, you will need the AstrayFX package in addition to the full default package and the one containing the SMAA shader. TL DR version: both offer roughly the same visual quality, with the three-pass version costing more GPU time but producing less potential anti-aliasing artifacts than the two-pass version (since the detection and application of edge correction had to be made somewhat less specific to fit both in the same pass). The basic concept that I have finalized is to split the jobs of detecting long edges, "everyday" edges and micro-aliasing into separate passes - however, for performance reasons, long edge and "everyday" edge were reasonably compatible to do in a single SMAA run. This comes in either a two-pass or three-pass version. If you're really bothered by the specific look of SMAA anti-aliasing artifacts, and don't want to use TAA, then sorry, you need to look elsewhere. However, the net result is still less prone to artifacts than TAA when it isn't sure it's seeing an edge. Although I have done my best to avoid it happening, you will also see occasional anti-aliasing artifacts (flickers or shimmers in the scene) due to the aggressive nature of the passes. They will cut into your framerate visibly (I notice a typical drop of around 15-20% in performance, depending on game and situation). WARNING - these are not performance-oriented presets. The final results linked here are the product of literal months spent staring at worst-case scenario scenes and making microscopic adjustments to each pass (thank you No Man's Sky for all your weird curved surfaces and never-quite-aligned camera angles). Since there is no look-behind or look-ahead component to any of these passes, these presets do not cause ghosting. Not satisfied with what FXAA or even basic SMAA could offer, I set about creating a preset of shader passes that can match, and sometimes even out-perform, the image quality level of TAA while operating solely on a frame-by-frame basis. Several months ago, I discovered that TAA's ghosting side effect gives me rather bad headaches.