In no world does 1x1 grid supersampling do anything,that's literally the resolution you're using. 2 makes it 2x2(4K in case of 1080p native) and higher values make it even higher.Do you mean "Ubersampling=1"?
It still doesn't work.
In no world does 1x1 grid supersampling do anything,that's literally the resolution you're using. 2 makes it 2x2(4K in case of 1080p native) and higher values make it even higher.Do you mean "Ubersampling=1"?
It still doesn't work.
I missed that part of the stream, so it wasn't really full ultra after all huh. Looks like no need to play with ini's for sharpening then. Still here is to hoping LOD can be somehow increased despite being locked in the assets.No it was not.
You can see the graphical settings yourself below
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No, in nvidia control panel, go into the Witcher profile and change it from Global to 16x.Do you mean "Ubersampling=1"?
It still doesn't work.
Can you please tell me, what makes you think so? I I did not notice any HBAO+ things in config.It is HBAO+
Dude it is already corfirmed lol.Can you please tell me, what makes you think so? I I did not notice any HBAO+ things in config.
where? look at in-game graphic settings No mention about HBAO+Dude it is already corfirmed lol.
So.. its still HBAO+, even if it named HBAO in game\config?This is the the DLL dependency used by HBAO+ and nothing else.
Well, there are the obvious reasons of course - we already know it's confirmed, barely anyone uses the original HBAO/HDAO anymore when HBAO+ is available, which is much better etc etc etc whateverCan you please tell me, what makes you think so? I I did not notice any HBAO+ things in config.
Yes.So.. its still HBAO+, even if it named HBAO in game?
I don't think it is View attachment 14071It is HBAO+
The Off/On is in the PostProcess section meaning it's for Post-Process AA. Maybe they didn't add these to the Options menu in the build that they showed because the retail version which we have(preload) has all these options.AllowAntialias=false //Post-AA, likely FXAA or SMAA... small chance of MLAA
AllowMSAA=false //MSAA
MsaaLevel=0 //MSAA
UberSampling=0 //Supersampling
HairWorksAALevel=8
EnableTemporalAA=true //Temporal AA maybe SMAA T1x or TXAA
Yeah, I'd also to see some comparison screenshots the minute the game is unlocked, so I don't have to fiddle with it to make up my mindI wonder what "sharpening" will acutally do and how it will look like enabled compared to without. I don't expect getting that oversharpened look of the early screens and vids but something in that direction would be nice.
It's also highly unlikely for the fact that SMAA is the successor, so to speak, to MLAA.I'd say it's fairly certain that it's not MLAA (AMD's AA solution), as Nvidia is the one partially funding the game.
Possible, yes. That's how the sharpening slider in the nvidia driver for DSR works. But I wonder if we could even achive some over-sharpening effect with it, not only compensating for additional sharpening losses by downsampling or anti aliasing methods.Yeah, I'd also to see some comparison screenshots the minute the game is unlocked, so I don't have to fiddle with it to make up my mind
Also, there is a slight clash in the functionality of sharpening and post-process AA (it it's FXAA), as that AA method blurs the screen quite a bit. So, sharpening is in the options to compensate for that? - That would mean that a user who wants the harsher sharpened look of the game image would need to not use that post-process AA and use MSAA or whatever other non-post-process AA they have implemented in the game.