I noticed that in some Starsystems when i have AA active there are white Pixels arround my ship.
(which defeats the whole reason to have AA active)
not sure why this is... may have to do with the background or some lighting in the diffrent sectors...
these pictures i took in the "Mandel" System in Regulus Sector Block:
http://img3.imagebanana.com/img/12ppw92z/GameClient2010072122443041.jpg AA Off
http://img3.imagebanana.com/img/cy9xd5nh/GameClient2010072122443947.jpg 4xAA On = white pixels
http://img3.imagebanana.com/img/rrnva3an/GameClient2010072122471522.jpg AA Off
http://img3.imagebanana.com/img/v4m6vcay/GameClient2010072122471783.jpg 4xAA On = white pixels
this in Sectorspace:
http://img3.imagebanana.com/img/2uqmetic/GameClient2010072122513188.jpg AA Off
http://img3.imagebanana.com/img/vphlmvpm/GameClient2010072122513701.jpg 4xAA On ... NO white pixels
http://img3.imagebanana.com/img/oo08zoo2/GameClient2010072122522666.jpg
I use a Geforce GTX 260 with the latest drivers, just updated yesterday and no change.
Comments
http://img3.imagebanana.com/img/xogwel60/GameClient2010072212402531.jpg
http://img3.imagebanana.com/img/h8c37lgi/GameClient2010072212402948.jpg
***
also notice how the Impulse Engines get bigger from None to 4x AA ?!
http://img3.imagebanana.com/img/hrpe9onc/GameClient2010072212414050.jpg None
http://img3.imagebanana.com/img/7yi417gs/GameClient2010072212414351.jpg 2x
http://img3.imagebanana.com/img/l3vjl0yk/GameClient2010072212414611.jpg 4x
http://img3.imagebanana.com/img/4ccjwc0b/GameClient2010072212414893.jpg 8x
//edit:
made a ticket #920418
Let's see if we can get a Dev or GM response on this.
//edit 2:
FYI, this is probably a known limitation of the MSAA and deferred shadows. Under DirectX 9, we cannot perform postprocessing or lighting calculations at the higher-resolution of the MSAA buffer, the hardware and the API don't support it, not efficiently anyway. So in some cases, we have a cluster of MSAA samples for a single pixel, but touches several different objects, like the spaceship and the background. These objects are at very different depths, and need to be lit and shadowed independently. However, we can only access one of the depth samples, and we don't have any control over which one. So from some angles, get lighting and shadowing artifacts.
Dave
So what do you recommend we use for our graphics settings to limit this as much as possible? Is there anything that contributes to this besides our AA setting?
I think he recommends waiting for DirectX10 to be implemented in the game
But it appears not everybody has problems with this, I certainly havent or i would definately notice this right away. I use AA x4 mostly. But since the game is not implemented with DX10 yet why dont all users have this problem?
Sure would be nice if somebody official could come on here and address the DX10/11 situation;). I'd at least like to know if its coming soon or if its gonna be a while.
for the record:
i found out that it helps a LOT if you force Transparency-Anti-Aliasing 4x through the nVidia driver panel.
(at least for me it comes at almost no performance loss... upgraded to a GTX460 btw. ... so try that if you have good enough hardware)
things like Hair and the Red Stripes on the Ships do NOT get filtered otherwise, of course it's not the end of every pixel but it helps a lot.
@Dev's: Transparency AA would be a good thing to have available in the ingame options!
LOL yes. I believe the Developers are a little out dated on these matters
They are months behind of schedule!!!!
Looks that way but at least this zombie was helpful.