![]() ![]() The boss fights in Gotham Knights don't stand out like they do in the Arkham games, largely opting for battles of stats and reflexes. You just cooperatively punch enemies until a notification pops with an XP reward.Įach of the characters play like a diluted version of Arkham Batman. But outside of tough encounters like that, there's little need to build strategies around abilities. I built up my Momentum meter to deploy a decoy that kept the boss distracted while I helped Red Hood up from a downed state or gave him room to heal. I fought Harley Quinn-an aggressive, high-level boss-as Robin with an ally Red Hood who repeatedly got caught in lethal grab attacks. Jaggies and edge crawl just ruin immersion for me and I'll happily do away with stuff like ambient occlusion and suffer some downscaling of graphical fidelity to get rid of them.In two-player co-op I could start to see where their distinct traits interlock. I have some Darksiders 2 screens uploaded that show some combinations of AA.Īgain, it's preference though. Although, that can come with it's own problems, like a tiny steam overlay, or unreadable text and UI in games. You can run the game at a higher resolution, scaled down to your monitor's native res - even combining that with other forms of AA. On an Nvidia card, it can also be worth trying DSR. ![]() Although, I can see why some would stick with MSAA, if a rig has the grunt to run ultra 4k textures at high resolution, FXAA's blurring could really stand-out. Indeed, combining the two can give very nice results, with MSAA handling geometry and FXAA tidying up the transparencies. one thing i like to do in games if they support this, is combine MSAA and FXAA. In some games 2XMSAA does a decent job at getting rid of jaggies but in other games jaggies can still be seen where as FXAA can have move coverage. Originally posted by ATLEAGLE579:this makes sence. Thanks for the information, I'll be sure to make a more informed post next time. ![]() I could snap and upload the exact same images. Here's a article with some direct comparison images: For me, 2x MSAA just doesn't cut the mustard, when even on 4x, it still needs supersampling forced at driver-level to back it up. ![]() The choice is really down to which you notice, or what irritates you the most - aliasing or impaired texture clarity. It'll always come down to personal preference though. Particularly when the game is performance hungry already (like AC is). I like to force MSAA with Sparse-Grid Supersampling wherever possible, so I'm not a big fan of FXAA tbh, but I'm finding when games have HQ FXAA (like AC does) it's perfectly fine. plus shimmering on objects like lamp-posts as you move around. Whereas 2xMSAA will have edge-crawl on every power-line, fence, etc. Yes, there is slight blurring on textures with FXAA, but if you're not cranking the resolution in the first place, it's hardly noticible, particularly when a scene is in motion. To eliminate all aliasing, you either need to downsample, or force supersampling, or a combination (at a massive performance cost ofc). 2x is also quite pitiful on geometry, particularly at low resolutions, where FXAA (on high) can easily match 4xMSAA, or 8xCSAA for results at FAR less performance (which can go into other settings instead). MSAA is not only expensive, but does absolutely nothing to aliasing on transparencies and any 2D objects (like chain-link fences). Originally posted by Spackeck Ittee:2x MSAA is widely considered as better. ![]()
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