The online racing simulator
#1 - asyed
MSAA + TAA + SMAA + FXAA (and maybe SGSSAA)
I think we should ditch the in built FSAA in this game. It's aliasing detection is horrible, from my experience on 8x 1080p. There is that, and then there is the performance, it takes 2/3 of my framerate usually (but this is LFS and I get around 300-400 fps anyway).

My suggestion is that we replace FSAA with MSAA, as it is a more modern technique and in my eyes more efficient. I don't have any experience with MSAA in this game (forcing via nvidia inspector = fail), but from my personal experience from games like Underground 2, MSAA generally rids aliasing better and has around 1/10th of the framerate hit of FSAA on a similar sample level. Another advantage of MSAA is the possibility of SGSSAA (Sparse Grid Super Sampling Anti Aliasing), which is an enhanced version of regular supersampling.

I also suggest we implement these 2D AA options

SMAA is also a lightweight AA, albeit 2D, can still rid some edges (by detecting aliasing and blending aliasing pixels with surroundings), especially on low anti aliasing sample counts (2x/4x). I inject it with Reshade, but in-game support would be nice. SMAA T2X is also a nice option, although harder to implement as I think it requires DX11, and I don't really know how it works.

FXAA is another lightweight AA which is like SMAA but less precise. It can get rid of some aliasing that SMAA can't but isn't as smart as SMAA, as it pretty much just blurs most of the image.

TAA (temporal anti aliasing) is also a good option, although it isn't as lightweight as SMAA, and does nothing when there is no motion. Nvidia has an advanced version of this called TXAA, which is a collection of HQ TAA filters + MSAA (+ AMD unoptimizations), but we need their official support to implement it.

LFS doesn't have the best graphics, but I don't care much about that, as long as I feel immersed. What I do care about is my eyes, as aliasing in this game is... unpleasant.

Edit: MSAA might not be possible because of this games rendering engine, but only Scawen knows about that.
Fiddling with anti aliasing can open a can of worms, extreme lengthy discussions what is good or not shifting the release of updated tire physics another five years ahead in time. Better not touch.

Unless some graphics engineer is added to the team. (Which of course is not going to happen during my life).
#3 - BeNoM
^ Exactly this.

Also TAA and FXAA are pretty bad. Post-process anti-aliasing just softens the image and IMO makes the game look worse.
#4 - asyed
^ The reason I wanted official FXAA support is because of the custom pp settings. Generic FXAA settings are horrible, and TAA is kinda like motion blur, some people like it, some people throw up.

But I'd rather throw up smoothly rather than jerkily.
It's not that I do not agree with you. In fact I thought the same a while back.. (Its a while while back, now).

But it has no priority, it is stealing time away for the actual problem which last for years already. You really need someone who is graphics specialist for this. Scawen is not, he started with LFS because of car dynamics.. Not as graphics engineer. If you look at Iracing, AC and now Rfactor2, they all have their dedicated team for graphics, it is not something someone can do as a 2 hour side job.
#6 - nacim
Erm, I'm 99.9% sure that LFS already uses MSAA. It's forced to 4x when post process is enabled. And an internal resolution scaler would be nice to have some supersamping or upsampling for low end devices, while keeping UI at native resolution.

Temporal anti-aliasing is much more complex to implement, as it needs a velocity buffer to find pixels from previous frame. Not really needed for LFS as the image is already really stable spatially and temporally with MSAA 4x or 2xSSAA (NVIDIA DSR or AMD VSR)
#7 - asyed
I'm pretty sure it uses FSAA/SSAA, as that is what it says in game. 2x SSAA/2xSSAA did nothing for me on DSR. Only on 4x DSR + forced in game 4xSSAA (hell yeah 8k baby) was okay, but that was at 60fps, and with LFS I would like at least 120fps, preferably 180fps (because physics hz and nvidia fast sync) with the game, so as of now I run 1080p 4x SSAA pp filter.
#8 - nacim
Quote from asyed :I'm pretty sure it uses FSAA/SSAA, as that is what it says in game.

Indeed that's misleading. But I think it's caused by that, even Microsoft calls MSAA 'full scene anti-aliasing', even if it's not full super-sampling. Shrug

Quote from asyed :with LFS I would like at least 120fps, preferably 180fps (because physics hz and nvidia fast sync)

I don't get why you would want more than 100 FPS... LFS's physics runs at 100Hz with no interpolation, so any refresh above 100Hz just generates duplicate frames (maybe the timer on screen will be refreshed, at best). You'd be better with the LFS 100 FPS cap + G-Sync/Freesync (if you have a compatible monitor and graphics card). Wink
3D monitors run at 120 Hz. I would be interested in this (not VR)
I want it to run at 120fps, so I get no tearing with nvidia fast sync.
lol, they no need anti-aliasing if we have 8K Resolution. Why SGSSAA so OP? Going be bad.

720p need 8xMSAA
1080p need 4xMSAA
4K need 2xMSAA
8K No Need.

8K be final resolution only one a Monitor in future, But much heavy load of GPU...

8K > SGSSAA

lol
Asyed, if you're using G-Sync can't you just run it at 100hz?
When did I say G-Sync? I said fast sync.
Quote from GT4_PL :
8K be final resolution only one a Monitor in future, But much heavy load of GPU...

gtx 970 Big grin Big grin

FGED GREDG RDFGDR GSFDG