Glossary talk:Anti-aliasing (AA)
- (cur prev topic) 17:54, 10 October 2023 . . Aemony (talk | contribs) created topic summary on it's called Unigine, not UniEngine . . +25‎
- (cur prev topic) 17:54, 10 October 2023 . . Aemony (talk | contribs) marked the topic "it's called Unigine, not UniEngine" as resolved (marked as resolved) . . 0‎
- (cur prev topic) 12:53, 10 October 2023 . . Lauriys (talk | contribs) commented on "it's called Unigine, not UniEngine" (fairly self-explanatory) . . +23‎
- (cur prev topic) 14:48, 13 August 2022 . . Aemony (talk | contribs) edited a post on "A minor note about FSR 1.0" . . +1‎
- (cur prev topic) 14:47, 13 August 2022 . . Aemony (talk | contribs) commented on "A minor note about FSR 1.0" (A minor update regarding FSR 2.0. The above thread only concerns FSR 1.0, which relied on the game performing anti-aliasing before sendin...) . . +492‎
- (cur prev topic) 14:46, 13 August 2022 . . Aemony (talk | contribs) changed the topic title from "A minor note about FSR" to "A minor note about FSR 1.0" . . +4‎
- (cur prev topic) 05:49, 5 August 2021 . . Aaronth07 (talk | contribs) commented on "A minor note about FSR 1.0" (Hmm, probably nothing better than the other people in the Discord. Maybe just a note in the 4k ultra HD section (I've added it to Necromu...) . . +1,183‎
- (cur prev topic) 16:01, 4 August 2021 . . Aemony (talk | contribs) commented on "A minor note about FSR 1.0" (> Was FSR added to this page? Yeah, it was added by another user since, well, we really don't have any other place to document it atm......) . . +739‎
- (cur prev topic) 00:16, 2 August 2021 . . Aaronth07 (talk | contribs) commented on "A minor note about FSR 1.0" (Was FSR added to this page? I didn't even notice. And yes I agree, it shouldn't be here. As a side note, how would you note FSR support i...) . . +246‎
- (cur prev topic) 18:57, 1 August 2021 . . Aemony (talk | contribs) commented on "A minor note about FSR 1.0" (AMD FidelityFX Super Resolution (FSR) is not an anti-aliasing method and so as of right now does not belong on this page. The PCGW staff...) . . +1,085‎
- (cur prev topic) 09:20, 15 April 2021 . . 217.127.197.105 (talk) commented on "About "MFAA Possibly also disable D3D11 Driver Command Lists"" (Sorry for the late reply, but what's your basis to say it still disables command lists if you enable MFAA for games individually?) . . +129‎
- (cur prev topic) 14:11, 20 February 2021 . . Faalagorn (talk | contribs) edited a post on "Sample photos show AA type not listed SMAA" . . +1‎
- (cur prev topic) 14:10, 20 February 2021 . . Faalagorn (talk | contribs) commented on "Sample photos show AA type not listed SMAA" (Actually, SMAA is described on the page, though feel free to improve and especially add more/better images :)) . . +113‎
- (cur prev topic) 06:19, 19 February 2021 . . 24.62.87.130 (talk) commented on "Sample photos show AA type not listed SMAA" (This great document lists like a 100 different types of anti-aliasing, then in the example photos, it shows SMAA which is not described i...) . . +204‎
- (cur prev topic) 21:45, 15 January 2020 . . 31.223.95.214 (talk) commented on "About "MFAA Possibly also disable D3D11 Driver Command Lists"" (If you enable it for Asetto only and then check it through Caps Viewer, each app is gonna be on a different Nvidia Profile hence it won't...) . . +523‎
- (cur prev topic) 23:15, 10 October 2019 . . 88.19.137.82 (talk) commented on "About "MFAA Possibly also disable D3D11 Driver Command Lists"" (Hi, I just checked with the DirectX Caps Viewer that it indeed disables Driver Command Lists setting, but only when you enable MFAA globa...) . . +526‎
- (cur prev) 19:03, 15 February 2018 . . Flow talk page manager (talk | contribs) created the description . . 0‎
- (cur prev topic) 12:42, 1 August 2016 . . Blackbird (talk | contribs) commented on "High Quality Temporal Supersampling or Temporal Antialiasing (Unreal Engine 4)" (Sounds like TSSAA and TAA respectively both of which are present on the page.) . . +70‎
- (cur prev topic) 09:41, 1 August 2016 . . RaTcHeT302 (talk | contribs) commented on "High Quality Temporal Supersampling or Temporal Antialiasing (Unreal Engine 4)" (https://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf Which one does this apply to? Is this type of AA prese...) . . +173‎
- (cur prev topic) 00:11, 6 February 2016 . . Mirh (talk | contribs) commented on "Random stuff" (This post by Mirh was moved on 2016-02-06. You can find it at Thread:Glossary talk:Anti-aliasing (AA)/Random stuff.) . . +148‎
- (cur prev topic) 00:07, 6 February 2016 . . Mirh (talk | contribs) commented on "Cleanup needed?" (AA types list is too dispersive imo. Thinking of how we could handle the situation, the only thing that came to my mind was to separate p...) . . +218‎
- (cur prev topic) 15:31, 23 July 2015 . . RaTcHeT302 (talk | contribs) commented on "Add post processing antialiasing to every kind of image" (http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf) . . +84‎
- (cur prev topic) 15:19, 23 July 2015 . . Mirh (talk | contribs) commented on "Add post processing antialiasing to every kind of image" (http://www.neogaf.com/forum/showthread.php?t=469916) . . +51‎
- (cur prev topic) 16:25, 7 December 2014 . . Alphasite (talk | contribs) commented on "Images too big" (Or just specify the dimensions when your inserting the image, It should generate a thumbnail by default and cache that, so there ownt be...) . . +363‎
- (cur prev topic) 20:20, 18 March 2012 . . DeadlySurprise (talk | contribs) commented on "Images too big" (Thanks for your help :)) . . +23‎
- (cur prev topic) 19:11, 18 March 2012 . . Coolness (talk | contribs) commented on "Images too big" (Go to the picture http://pcgamingwiki.com/wiki/File:Antialiased_Cube.png Click on Edit this file using an external application (See the s...) . . +176‎
- (cur prev topic) 19:09, 18 March 2012 . . DeadlySurprise (talk | contribs) commented on "Images too big" (The two images in this article are way to big. Is there any way to resize them inside the wiki?) . . +95‎