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Anti-Aliasing/Anisotropic Filtering not working properly


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#1 torminater

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Posted 06 July 2012 - 12:32 PM

Hey guys,

today I found out that my texture shimmering is absolutely related to Anti-Aliasing and/or Anisotropic Filtering. Setting the "Allow negative LOD bias" to "Clamp" makes the structures appear halfway decent again, BUT it still is there.
So I started yet another testing round using only Skyrim assets and Vanos Hybrid HD-DLC-Mod.


That's what I did:
1. Disabled Bethesda Logo on startup.
2. Enabled logging and tracing in skyrim.ini for papyrus.
3.Opened up Skyrim Game Launcher OR Skyrim.ini
4. Applied various settings. Details below
5. Enabled "Boost"-mode in IObits Game Booster.
6.Started Skyrim Performance Monitor.
7. Ran 100% clean Vanilla Skyrim 1.6.89 with TESV.exe (sry not SKSE!!!).
6. Loaded new game (started today for testing purposes only) from exiting Helgen Keep dungeon.
7. God mode enabled.
8. Continiously sprinted to Whiterun only travelling by road ignoring all combat except a part of the giant fight before Whiterun. Ended testing whilst looking down from Dragonsreach and testing VRAM-Stuttering there.
9. Exited Skyrim.
10. Screenshot of Skyrim Performance Monitor.

First test:
Skyrim Launcher Options:
Lowest, means Low Preset applied and manually set everything except the resolution to the lowest possible setting, kept object detail fade as it gets preset.
Ini Options:
no changes
Data:
Posted Image
Comments: I actually managed to crash once to desktop, where TESV.exe was apparently not responding anymore.


Second test:
Skyrim Launcher Options:
Low Preset
Ini Options:
no changes
Data:
Posted Image
Comments: I actually managed to crash once to desktop, where TESV.exe was apparently not responding anymore.


Third test:
Skyrim Launcher Options:
Medium Preset
Ini Options:
no changes
Data:
Posted Image
Comments: Nothing.


 
Fourth test:
Skyrim Launcher Options:
High Preset
Ini Options:
no changes
Data:
Posted Image
Comments: Nothing.


 
Fifth test:
Skyrim Launcher Options:
Ultra Preset
Ini Options:
no changes
Data:
Posted Image
Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens. The game felt a little bit laggy, but bearly noticeable only. No lag/stutter on the Dragonsreach reference spot.


 
Sixth test:
Skyrim Launcher Options:
Ultra Preset plus original High-Res-DLC from Bethesda
Ini Options:
no changes
Data:
Posted Image
Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens. The game felt a little bit laggy, but bearly noticeable only. No lag/stutter on the Dragonsreach reference spot.


 
Seventh test:
Skyrim Launcher Options:
Ultra plus original High-Res-DLC from Bethesda plus Vano89s optimized Hybrid HD-DLC-version
Ini Options:
no changes
Data:
Posted Image
Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens.  The game felt a little bit laggy, but bearly noticeable only. No lag/stutter on the Dragonsreach reference spot.


 
Eighth test:
Skyrim Launcher Options:
Ultra plus original High-Res-DLC from Bethesda plus Vano89s optimized Hybrid HD-DLC-version
Ini Options:
uGridsToLoad=7
uExterior Cell Buffer=64
Data:
Posted Image
Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens.  The game felt a little bit laggy, but bearly noticeable only. Not really lagging/stuttering more than with normal uGrids-settings... No lag/stutter on the Dragonsreach reference spot.


 
Nineth test:
Skyrim Launcher Options:
Ultra plus original High-Res-DLC from Bethesda plus Vano89s optimized Hybrid HD-DLC-version
Ini Options:
uGridsToLoad=9
uExterior Cell Buffer=100
Data:
Posted Image
Comments: Aliasing on stairs , lit up items with shadows cast on them (plus shadow striping/strobing and all that crap)and items on loading screens.  The game felt a little bit laggy, but bearly noticeable only. Maybe lagging/stuttering more than with normal uGrids-settings...


Tenth test:
Skyrim Launcher Options:
Ultra plus original High-Res-DLC from Bethesda plus Vano89s optimized Hybrid HD-DLC-version
Ini Options:
uGridsToLoad=11
uExterior Cell Buffer=144
Data:
Posted Image
Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens. More lagging/stuttering than with normal uGrids-settings... Game freezed as I closed in on the Whiterun periphery.

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#2 torminater

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Posted 06 July 2012 - 12:32 PM

Eleventh test:
Skyrim Launcher Options:
Ultra plus original High-Res-DLC from Bethesda plus Vano89s optimized Hybrid HD-DLC-version
Ini Options:
uGridsToLoad=13
uExterior Cell Buffer=196
Data:
Posted Image
Comments: Game would infiniload. Killed process.


Conclusion: I will try to disable all the processing managed by the Skyrim assets as much as possible and reapply them with Nvidia Inspector to see whether I can fix this problem.
Link to Album: https://imgur.com/a/oxI3A#0
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#3 torminater

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Posted 06 July 2012 - 01:26 PM

Further infos: Using SLI without enabling/disabling stereoscopic 3D Using newest beta drivers: 304.79 Rig info: Crucial m4 SSD 128GB, 2.5" Samsung EcoGreen F4 1500GB Intel Core i7-2600K, 4x 3.40GHz Kingston ValueRAM DIMM Kit 8GB 2 x Gainward GeForce GTX 570 Phantom, 1.25GB GDDR5 SLI ASRock P67 Extreme4 Corsair Professional Series Gold AX750 750W
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#4 torminater

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Posted 06 July 2012 - 01:42 PM

Tested a theory of mine...
Installed 5.4 Gigabyte of HiRes (2048) Textures and Meshes (SMIM, SHD, SRO) and used SLI and 3Denabled/hidden fix:
3! runs, 3!!!! crashes at the same spot (after Riverwood, cross the bridge, the wolf that's supposed to hunt the deer/bunny).
uGrids 5 of course.
[07/06/2012 - 08:43:48PM] Papyrus log opened (PC)
[07/06/2012 - 08:43:48PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[07/06/2012 - 08:43:48PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[07/06/2012 - 08:43:53PM] VM is freezing...
[07/06/2012 - 08:43:53PM] VM is frozen
[07/06/2012 - 08:43:53PM] Reverting game...
[07/06/2012 - 08:43:59PM] Loading game...
[07/06/2012 - 08:43:59PM] VM is thawing...
[07/06/2012 - 08:44:31PM] [MQ102ChatterTrigger < (000AC137)>] triggered by [Actor < (0002BFA2)>]
[07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD80)>]
[07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000B6F69)>]
[07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD7E)>]
[07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The Starting Weapon is None
[07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] Doesn't have a starting weapon
[07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The Starting Weapon is [ObjectReference < (000B6F6B)>]
[07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The Starting Weapon is [ObjectReference < (00035514)>]
[07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 08:45:50PM] error:  (000DC8E1): cannot enable an object with an enable state parent.
stack:
    [ (000DC8E1)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC8E1)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?




This time I'm not using the 3D-SLI-Bug Fix:
[07/06/2012 - 08:50:11PM] Papyrus log opened (PC)
[07/06/2012 - 08:50:11PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[07/06/2012 - 08:50:11PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[07/06/2012 - 08:50:15PM] VM is freezing...
[07/06/2012 - 08:50:15PM] VM is frozen
[07/06/2012 - 08:50:15PM] Reverting game...
[07/06/2012 - 08:50:23PM] Loading game...
[07/06/2012 - 08:50:23PM] VM is thawing...
[07/06/2012 - 08:50:57PM] [MQ102ChatterTrigger < (000AC137)>] triggered by [Actor < (0002BFA2)>]
[07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD7E)>]
[07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000B6F69)>]
[07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD80)>]
[07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The Starting Weapon is None
[07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] Doesn't have a starting weapon
[07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The Starting Weapon is [ObjectReference < (00035514)>]
[07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The Starting Weapon is [ObjectReference < (000B6F6B)>]
[07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 08:52:17PM] error:  (000847DD): cannot enable an object with an enable state parent.
stack:
    [ (000847DD)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000847DD)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?



Looks like a vanilla bug to me at least... Checking with the USKP 1.05 c beta

ok seems to get fixed by it:
[07/06/2012 - 09:08:32PM] Papyrus log opened (PC)
[07/06/2012 - 09:08:32PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[07/06/2012 - 09:08:32PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[07/06/2012 - 09:08:33PM] Cannot open store for class "A_MMM_RemovalScript", missing file?
[07/06/2012 - 09:08:37PM] VM is freezing...
[07/06/2012 - 09:08:37PM] VM is frozen
[07/06/2012 - 09:08:37PM] Reverting game...
[07/06/2012 - 09:08:44PM] Loading game...
[07/06/2012 - 09:08:44PM] warning: Variable ::Alias_CaravanLeaderA_var on script QF_MQ201Malborn_0004CECE loaded from save not found within the actual object. This variable will be skipped.
[07/06/2012 - 09:08:44PM] VM is thawing...
[07/06/2012 - 09:09:17PM] [MQ102ChatterTrigger < (000AC137)>] triggered by [Actor < (0002BFA2)>]
[07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] running OnCellLoad() and AlreadyInit = False
[07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD7E)>]
[07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD80)>]
[07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000B6F69)>]
[07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The Starting Weapon is [ObjectReference < (00035514)>]
[07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The Starting Weapon is None
[07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] Doesn't have a starting weapon
[07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The Starting Weapon is [ObjectReference < (000B6F6B)>]
[07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] finishing OnCellLoad() and AlreadyInit = TRUE
[07/06/2012 - 09:13:02PM] error:  (000847DD): cannot enable an object with an enable state parent.
stack:
    [ (000847DD)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000847DD)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 09:13:02PM] error:  (000DC8E1): cannot enable an object with an enable state parent.
stack:
    [ (000DC8E1)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC8E1)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 09:13:15PM] error: DialogueRiverwoodIntroScene (000954D9): attempting to start event scoped quest outside of story manager.
stack:
    [DialogueRiverwoodIntroScene (000954D9)].QF_DialogueRiverwoodIntroScen_000954D9.SetCurrentStageID() - "<native>" Line ?
    [DialogueRiverwoodIntroScene (000954D9)].QF_DialogueRiverwoodIntroScen_000954D9.SetStage() - "Quest.psc" Line ?
    [ (000954DA)].SF_RiverwoodIntroSceneHildeSo_000954DA.Fragment_0() - "SF_RiverwoodIntroSceneHildeSo_000954DA.psc" Line ?
[07/06/2012 - 09:14:03PM] error:  (000C97D2): cannot enable an object with an enable state parent.
stack:
    [ (000C97D2)].ObjectReference.Enable() - "<native>" Line ?
    [C00GiantAttack (000C97D9)].QF_C00GiantAttack_000C97D9.Fragment_0() - "QF_C00GiantAttack_000C97D9.psc" Line ?
[07/06/2012 - 09:14:15PM] error:  (000DC551): cannot enable an object with an enable state parent.
stack:
    [ (000DC551)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC551)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 09:14:15PM] error:  (000DC550): cannot enable an object with an enable state parent.
stack:
    [ (000DC550)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC550)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 09:15:05PM] error:  (000DC556): cannot enable an object with an enable state parent.
stack:
    [ (000DC556)].lvlpredatorscript.Enable() - "<native>" Line ?
    [ (000DC556)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ?
[07/06/2012 - 09:15:25PM] Persuade: [Actor < (000DC9E4)>]
[07/06/2012 - 09:15:25PM] [favordialoguescript <DialogueFavorGeneric (0005A6DC)>]Current Skill uses given: 1500.000000 times the Skill Use Multiplier
[07/06/2012 - 09:15:32PM] VM is freezing...
[07/06/2012 - 09:15:32PM] VM is frozen
[07/06/2012 - 09:15:33PM] Saving game...
[07/06/2012 - 09:15:33PM] VM is thawing...
[07/06/2012 - 09:16:20PM] VM is freezing...
[07/06/2012 - 09:16:20PM] VM is frozen
[07/06/2012 - 09:16:20PM] Log closed

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#5 LeetMiniWheat

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Posted 07 July 2012 - 02:47 AM

you've obviously done some extensive testing, but I'm curious. how exactly is AA/aniso not working for you? 4x MSAA, 4x TrSSAA, Quality SSAO, and Clamped bias is working fine for me in SLi mode. I've got the skyrim .ini file set to "1" anisotropic and nvidia CP set to 16x maybe what you're seeing is aliasing from lack of TrSSAA? regular MSAA doesn't catch everything. also, is the "3D-SLI-Bug Fix" still needed in the latest 304 beta drivers? I did notice some weird shimmering on waters in some areas, this is supposed to fix it? and what video card(s) do you have?
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#6 torminater

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Posted 07 July 2012 - 05:07 AM

Well I did post it here... now I have it in my signature! ;-)
My NVidia Inspector settings:
Posted Image

As for the SLI-Bugs like:
no HDR, MORE artifacting, Water ripple/animation bug, and higher vram-stuttering:
there is no REAL fix for all of this.
As I pointed out somewhere else, the 3D-stereoscopic mode slowes down the power of the video cards by a lot IF there are loads of high-res textures installed. It also increases VRAM-stuttering by at least 100%. The artifacting doesn't get fixed by enabling the 3D anyways. I found out about this glitch, because I sent in my whole computer to a professional hardware store and they tested it with SLI for 7 days running skyrim/prime/furmark/other hardware stress tests non-stop and they couldn't refabricate the artifacting but I almost instantly had it happen to me as I started a new game and looked at the swamps in morthal using The Skyrim Distant Overhaul maximum settings. It went away by itself after I looked around a little bit. I have the same exact bugs this guy has with his SLI config:


http://www.youtube.com/watch?v=Np0z4Y9BHOk



HDR does get deactivated by Skyrim itself when it detects an enabled SLI, but somehow HDR doesn't get deactivated when Skyrim detects enabled 3D, too! To whomever that makes sense...
Just wrote another extensive mail to bethesda asking them to get their S*** sorted. Kinda makes me feel better.
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#7 LeetMiniWheat

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Posted 07 July 2012 - 05:14 AM

Wow, HDR gets disabled in SLi? WTF?!? do you have a link for that? and why are you running 4x4 supersampling? that's gonna VERY quickly eat up your VRAM since it has to render the entire screen 4 times your resolution. like for 1080p it has to render at 4320p, which I don't even think SLi can render that far without hitting the pixel clock limit so it might be disabling it altogether when you start the game. and especially if you're using TrSSAA or SGSSAA you shouldn't need anything quite that insane, regular MSAA should catch the stuff that TrSSAA doesn't. (also, SGSSAA adds a full screen blur to everything). I also read somewhere that it's best to match MSAA with TrSSAA because TrSSAA gets it's data from the MSAA. so 4x with 4x or 8x with 8x, etc etc. but it's still possible to use more MSAA, just that the TrSSAA won't be quite as accurate at finding the nearest neighboring pixels and such.
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#8 torminater

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Posted 07 July 2012 - 05:22 AM

I know and already read about that months ago, but I was not nearly running out of VRAM with the original HiRes Pack. So I had to get the usage up a little bit ya know ;-)
There is an official NVidia forum thread about the HDR problem, but their forums are currently down for maintenance.
here another thread https://www.evga.com...1504429&mpage=1
just google it. it's pretty easy.
I think I nailed the anti-aliasing problem down, gonna be back in some minutes.
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#9 LeetMiniWheat

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Posted 07 July 2012 - 05:32 AM

HDR bug makes sense now, thanks so far I haven't really seen too much VRAM stuttering on my GTX 690 (2GB per gpu), mostly when loading new grids but I have a TON of mods (around 300). I notice skyrim likes to use almost all my VRAM though I did notice the water animation bug, and the weird shimmering sometimes. but what did you mean by "MORE artifacting"? and are there any shadows-related SLi bugs? I've been troubleshooting some shadow issues (I have the z-fighting fix already though) Edit: oops, typo on double question
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#10 torminater

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Posted 07 July 2012 - 05:32 AM

Oh wonder oh wonder, Anti-Aliasing problems occur with... SLI activated! wow. I'm raging. Well, just watch the video I posted. That's what I mean with MORE artifacting! Actually it should say ARTIFACTING since it doesn't happen at all without SLI. No only sli related shadow bugs that I know of. I'll test it again for verification.
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#11 LeetMiniWheat

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Posted 07 July 2012 - 05:33 AM

Oh wonder oh wonder Anti-Aliasing problems occur with... SLI activated! wow. I'm raging.

did you try MSAA instead of 4x4 supersampling? it could be you're hitting the 400MHz pixel clock limit over the SLi bridge

Edit: unless the slave GPU renders and downscales the image before sending it over to the master GPU


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#12 torminater

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Posted 07 July 2012 - 05:43 AM

Yuppie did that. 4x MSAA 4x TrSSAA, to no avail.
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#13 LeetMiniWheat

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Posted 07 July 2012 - 05:47 AM

try disabling override and set 4x in-game. here's my config

Posted Image


Edit: whoops, just realized LOD Bias wasn't set to clamp, i should change that
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#14 torminater

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Posted 07 July 2012 - 05:50 AM

Dude... it only takes skyrims own settings if you set it to "application controlled"...
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#15 LeetMiniWheat

LeetMiniWheat

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Posted 07 July 2012 - 05:53 AM

Dude... it only takes skyrims own settings if you set it to "application controlled"...

hmm, I thought TrSSAA should still work, but now you have me wondering. I'll test Enhanced and Override too now.
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