Broken AA in Crysis 3

Post » Tue Feb 26, 2013 12:53 am

Has anybody noticed a disgusting amount of aliasing on almost all interior objects/geometry in this game? Outdoors, it's not as noticeable, but it's very noticeable in the interior sections of the game on things like locker rooms, crates, stairs, wall edges etc.

I'm running the game at very high, down-sampled from 2720x1700 to 1920x1200 + SMAA 2x, and I still see a significant amount of aliasing. I see absolutely NO DIFFERENCE between SMAA 2x and 8x MSAA in this game, which is ridiculous. I should probably take screens, but it is very apparent in screens and even more so in game.

Either the AA is completely borked, or this has to be the worst implementation of AA I've seen in a game since BF3.

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Vicky Keeler
 
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Post » Mon Feb 25, 2013 11:45 pm

The aliasing reminds me of how Max Payne 3's AA was at launch. No AA method seemed to work in that game until Rockstar released a patch and fixed it. Like Max Payne 3, in Crysis 3 we have several options for AA but ALL of them look terrible and do little to nothing for reducing aliasing. Crytek needs to investigate this.
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Kim Kay
 
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Post » Mon Feb 25, 2013 2:48 pm

I did some quick searches online and it appears the AA for this game is bizarrely implemented. It does nothing to the objects AA is most needed on (static objects like walls, pillars, railings), but apparently does a lot to the objects you won't really notice it on (the grass and trees which are always moving in the wind).

That explains the performance hit and why I couldn't tell a difference with it on any setting vs off. Worst AA implementation confirmed.

This is *FACE PALM* material....Crytek........*FACE PALM*....smh.
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City Swagga
 
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Post » Mon Feb 25, 2013 11:22 am

As far as I know, MSAA will not apply on textures (which means plenty of the vegetation), only actual geometry (objects).

I suggest experimenting with FXAA and SMAA options and lowering the r_Sharpening CVAR through the console.
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sarah
 
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Post » Mon Feb 25, 2013 12:34 pm

As far as I know, MSAA will not apply on textures (which means plenty of the vegetation), only actual geometry (objects).

Strangely enough, the vegetation seems to be the ONLY place which is receiving adequate coverage. As I mentioned in my previous posts, AA is not being properly utilized in areas that it needs to the most i.e., static objects like walls, pillars, railings

It appears to be working on trivial things like grass, but not on static geometry.


I suggest experimenting with FXAA and SMAA options and lowering the r_Sharpening CVAR through the console.

Already have. I've lowered r_sharpening all the way to zero in the CVAR, have experimented with every AA option available....it still looks terrible (AA wise).

This is not a problem that should be simply shrugged off. MaLDo (the modder) has already detected the source of another major bug in the game, so it is likely that others exist as well. Crytek needs to address and investigate this.
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Verity Hurding
 
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Post » Mon Feb 25, 2013 10:18 am

In any case we know that this bug isn't an issue prevalent across all users, as I'm not getting it and I'm extremely sensitive to these things.

Issue reported to the devs, thanks for the feedback. If you find anything else about this bug, keep posting in this thread. Thanks!
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phil walsh
 
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