I don't get modern game engines' behaviour of "fizzling out" pixels for both hair and sometimes even shadows, like someone used the MS Paint brush and then applied a Gaussian filter to make it less sharp.
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I don't get modern game engines' behaviour of "fizzling out" pixels for both hair and sometimes even shadows, like someone used the MS Paint brush and then applied a Gaussian filter to make it less sharp.
Looks just way more awful than hard lines.
#gaming #games #Cyberpunk2077 -
π π π π π replied to Natasha Nox πΊπ¦π΅πΈ last edited by
@Natanox das schaut aus als ob der Kopf vibrieren wΓΌrde π€
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Chrisshy Keygenreplied to Natasha Nox πΊπ¦π΅πΈ last edited by
@Natanox oof, yea. combined with any amount of upscaling and it's especially hideous
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Mark π₯οΈreplied to Natasha Nox πΊπ¦π΅πΈ last edited by
@Natanox Do you have Temporal Antialiasing (TAA) on? I haven't played Cyberpunk 2077 in particular yet, but TAA is known to cause this in general.
Some upscaling also causes this because they're also temporal algorithms.
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crypticceleryreplied to Natasha Nox πΊπ¦π΅πΈ last edited by
@Natanox I vaguely remember seeing an effect like this years ago on the hair/fur shaders in Far Cry 4, but I could not find any references to that.
Anyway, apparently, this might be an intended transparency simulation effect called screen door transparency https://www.reddit.com/r/LowSodiumCyberpunk/comments/xq3eh9/comment/iq7cb39.
It might be an edge case for FSR, so it looks very weird with that on.
Contrary to another post here, TAA (or whatever is the default AA) might also help here, though I have not tested this https://steamcommunity.com/app/1091500/discussions/0/4635988522932728585/#c4635988779091397663 -
Natasha Nox πΊπ¦π΅πΈreplied to crypticcelery last edited by
@crypticcelery Yeah, "transparency simulation" makes sense. Although it doesn't simulate shit, it just looks god damn awful.
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Natasha Nox πΊπ¦π΅πΈreplied to Mark π₯οΈ last edited by
@mark_pc Cyberpunk doesn't tell you what kind of AA it uses.
It happens with both FSR on and off, so that ain't it.
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Senharareplied to Natasha Nox πΊπ¦π΅πΈ last edited by@Natanox @crypticcelery we need to go back to the PS2's GPUs where it can handle a moribillion transparency shaders just fine
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Natasha Nox πΊπ¦π΅πΈreplied to Senhara last edited by
@senhara @crypticcelery Just with higher resolution and classical 16x AA.
Never liked the PS2, its graphics just looked so awful. Can't stand games without Anti-Aliasing, unless the pixel graphics are intended and well-made.