Anonymous edits have been disabled on the wiki. If you want to contribute please login or create an account.


Warning for game developers: PCGamingWiki staff members will only ever reach out to you using the official press@pcgamingwiki.com mail address.
Be aware of scammers claiming to be representatives or affiliates of PCGamingWiki who promise a PCGW page for a game key.

Talk:Assassin's Creed Unity

About this board

Not editable


forums of assassins creed unity outdated

2
181.166.125.123 (talkcontribs)

In LOD Distance item, forums are outdated, please correct this and find a way to improve AC UNITY gameplay if you can

Jigen123 (talkcontribs)

That forum post linked was just a ref, there were no mods or improvements. There is no fix for AC Unity's low LOD outside of some Cheat Engine hacks that improve draw distance but also introduce various graphics issues.

FXAA and subpixel aliasing

3
ChaosBahamut (talkcontribs)

I did some experimenting with AC Unity's antialiasing settings and, to my surprise, the game's usage of FXAA is actually capable of mitigating subpixel aliasing (mainly the breaking up of distant thin geometric objects, such as ropes) to a degree. Not to the extent that MSAA and TXAA can, but still. I personally was unaware FXAA could even do that.

A couple images (zoomed in at 600% then cropped) for proof:


No AA: http://i.imgur.com/s2qQLQZ.jpg

FXAA: http://i.imgur.com/yqRqatL.jpg


Figured it was worth mentioning.

BONKERS (talkcontribs)

Yes it can, this is because FXAA treats each frame individually as a flat 2D texture with no context as to what is what. So it just attempts to smooth edges that it can detect within set thresholds.

So while, it can break up these elements fairly well depending on the context.

It will not solve the temporal aliasing from the raw output(So in a sense it's not actually solving sub-pixel aliasing). Something that generally samples per fragment (like MSAA, sample based FSAA in some older games like FEAR , FEAR2, Condemned, and SGSSAA) when implemented correctly. Will to some degree or completely eliminate depending.

Introduce downsampling (Either via DSR, or regular driver downsampling. Which is OGSSAA) with FXAA and depending on the game, it will help out quite a bit with absolutely no downside to using FXAA in conjunction when the ratio factors of downsampling are high enough.

Ex scenario: http://screenshotcomparison.com/comparison/102090

Though this won't always solve a lot of temporal aliasing problems. Depending on the game it can do it a lot. Or not at all (Ex: Many UE3 games due to the extreme shader aliasing and harsh specular aliasing)


The same also applies to SMAA 1x. And depending on the scenario one can objectively work better in certain ways.

ChaosBahamut (talkcontribs)

No worries, I do have some basic info on how FXAA works. I was just surprised it was able to 'connect' a broken line as in almost every other game I've played purely analytical anti-aliasing solutions make no attempt at doing that. Which makes sense, seeing as as far as the analysis is concerned the gap's just 'blank space' (granted it's not truly blank space but it's the best I can come up with at almost 3 in the morning) and as such there's nothing that can be done. In such games I had to enable SMAA T2X (if able) to fix those broken lines, and even then that's not a purely analytical AA solution. (thanks to the presence of Temporal SSAA) But I digress.


Suffice to say though, I'm now much more curious about the inner workings of analytical anti-aliasing. Gonna have fun looking this stuff up. :)

There are no older topics