Hard Light Productions Forums

General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: TParis on August 12, 2010, 06:37:24 pm

Title: No Anti-Aliasing ?
Post by: TParis on August 12, 2010, 06:37:24 pm
I'm using the FSO 3.6.12 build (SSE2, Inferno) and the current MediaVPS with the recommended settings on OpenGL and AA + Filtering maxed out. Strangely I don't see any effect of the AA, edges are still very rough.

My sys specs:
Win 7 64 bit
Geforce GTX 260²
4 GB RAM
Core 2 Quad Q9550

Any ideas how to get AA workin via the launcher?
Title: Re: No Anti-Aliasing ?
Post by: General Battuta on August 12, 2010, 06:38:33 pm
The AA setting in the launcher doesn't actually do anything; you'll have to force it driver-side.
Title: Re: No Anti-Aliasing ?
Post by: The E on August 12, 2010, 06:39:25 pm
Do you have post processing enabled? If yes, no antialiasing for you. In addition, the Launcher settings for these options don't do anything right now, you have to use the driver's settings.
Title: Re: No Anti-Aliasing ?
Post by: TParis on August 12, 2010, 06:46:41 pm
Ah, thank you, I'll try that.  :)

Just wondering (really no offense) how come the controls for AA etc. are activated on the launcher?

Edit: Disabling post processing doesn't change anything, still no AA (forced via latest Nvidia driver).
Title: Re: No Anti-Aliasing ?
Post by: taylor on August 12, 2010, 07:57:21 pm
Just wondering (really no offense) how come the controls for AA etc. are activated on the launcher?
It was added to the launcher when it the game code was in development, however the game code never got enough testing to be allowed into SVN.  I had it coded in for testing as part of my Xt builds back in early 2007 but it just didn't work 100% in my tests, there wasn't enough tester feedback on those features, and I had largely stopped coding on Xt before the code testing was done.

As for what worked (or didn't) in that old code... the SDL code should have been working fine for Linux and OS X, however on my test system (arguably not very good) it often failed to use AA, but the fail-over code worked fine at least; and the Windows code was generally good I believe, but it in tests would almost always cause a BSOD when the game was run a second time (again, likely a problem with the test system than the code).  All of the code is still alive in the Xt branch in SVN though, it's just not build-able and no one has ever gone through to port any of the fixes and improvements from my Xt code to the general code base.
Title: Re: No Anti-Aliasing ?
Post by: TParis on August 12, 2010, 08:33:54 pm
Thanks for the info.

So, any idea why foreced AA isn't working at all?
Title: Re: No Anti-Aliasing ?
Post by: taylor on August 12, 2010, 08:47:00 pm
Not really, sorry.  If you haven't already, try different AA settings and see if that makes a difference.  There could be a driver bug or memory issue which prevents higher AA settings from working.  It may also depend on the resolution that you are using (again, memory related issues) so try using a different, lower resolution as a test and see of that does anything.

It may also help to post your debug log (fs2_open.log) as well since it could offer some clues.
Title: Re: No Anti-Aliasing ?
Post by: TParis on August 12, 2010, 10:35:23 pm
Sry guys, all my fault. Told the driver to apply the settings to FRED (faiiiil), sorry for taking your time.