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#1 | |
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Registered User
Join Date: Oct 2006
Posts: 326
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I did a search but didn't find exactly what I was looking for. I know parallel occlusion mapping (POM) disables AF in game. I tried using the r_usePOM 0 to disable it and get AF working at Very High but this didn't work, and I don't want to drop shaders to High.
Anyone know what other command I need in addition to r_usePOM 0 to get AF to work? Thanks. ![]()
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<Antec 900 Black Steel ATX Mid Tower Case> <EVGA nForce 680i SLI ATX Intel Motherboard> <Core 2 Duo E6600 @ 3.2GHz> <Evga 8800 GTX @ 630/1050> <OCZ Flex XLC 2GB DDR2 800> <Samsung 500GB 7200 RPM Sata Hard drive> 3DMark06 score: 12243 http://service.futuremark.com/orb/re...0&UID=11981243 Windows Vista Ultimate Avid gamer, dedicated student (most of the time). |
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#2 | |
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MAXIMUM TECH
Join Date: Jul 2003
Location: Indiana
Posts: 12,202
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I wonder if the GTX280 will be able to run POM with AF ?!
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- "My name is RAM and my tank is full" http://warhawk64nv.mybrute.com/ <-- pupils go thaarrr! Or,http://silenthunter64.mybrute.com |
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#3 |
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Registered User
Join Date: Oct 2006
Posts: 326
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No, you got my hopes up! I thought I had a reply with an answer.
![]() But, it would be sweet if the POM issue (and, cross our fingers, the TSAA issue) was fixed with the new card. ![]()
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<Antec 900 Black Steel ATX Mid Tower Case> <EVGA nForce 680i SLI ATX Intel Motherboard> <Core 2 Duo E6600 @ 3.2GHz> <Evga 8800 GTX @ 630/1050> <OCZ Flex XLC 2GB DDR2 800> <Samsung 500GB 7200 RPM Sata Hard drive> 3DMark06 score: 12243 http://service.futuremark.com/orb/re...0&UID=11981243 Windows Vista Ultimate Avid gamer, dedicated student (most of the time). |
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#4 | |
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MAXIMUM TECH
Join Date: Jul 2003
Location: Indiana
Posts: 12,202
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Sorry .. i'm concerned about this issue too
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- "My name is RAM and my tank is full" http://warhawk64nv.mybrute.com/ <-- pupils go thaarrr! Or,http://silenthunter64.mybrute.com |
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#5 |
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:3
Join Date: Oct 2006
Location: India
Posts: 2,254
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Maybe Spoudazo can answer your question? He knows CE2 inside and out.
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The Polite Gamers - Steam Group |
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#6 | |
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Registered User
Join Date: Feb 2007
Posts: 2,103
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I really doubt it's possible because it was done that way by design.
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#7 |
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CUBE
Join Date: Jan 2003
Location: PA, USA
Posts: 18,844
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Its too bad. The parallax map looks amazing up close but it gets so blurry and nasty looking at a short distance.
I wonder if drivers could ever enable some sort of AF for parallax mapped textures. It seems like it'd eat up a ton of performance.
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#8 |
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Registered User
Join Date: Mar 2003
Posts: 274
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So let me get this straight, I currently run with everything on Very High except for shadows and particle and at 8x AF and 0AA. Does this mean that I am not getting any AF applied because I run my textures at Very High and this enaples Paralax Mapping?
Should I just turn off AF then?
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#9 | |
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CUBE
Join Date: Jan 2003
Location: PA, USA
Posts: 18,844
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Quote:
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6GB DDR2 @ 942Mhz 5-5-5-20 1.9v (2x1Gb Wintec AMPX PC2-8500 & 2x2Gb G.Skill PC2-6400) - EVGA Geforce GTX 470 @ 750/1500/1850 (1.050v) Sparkle Geforce GTS 250 1Gb Low-Profile (Physx) - Crucial RealSSD C300 64Gb SSD - Seagate 7200.12 500Gb SATA - Seagate 7200.10 320Gb SATA ASUS VW266H 25.5" LCD - OCZ GameXStream 700W PSU - ASUS Xonar DX - Logitech Z-5500 5.1 Surround - Windows 7 Professional x64 ---- HTPC ---- Asus M3A78-EM 780G - AMD Athlon X2 5050e 45W @ 2.6Ghz - 2x2GB Kingston PC2-6400 DDR2 - Sparkle 350W PSU Seagate 7200.10 320Gb SATA - Seagate 7200.10 250Gb SATA - Athenatech A100BB.350 MicroATX Desktop - Creative X-Fi XtremeMusic |
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#10 |
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Registered User
Join Date: Mar 2003
Posts: 274
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Perhaps that explains then what I have been seeing. The ground textures look beautiful for what is prolly 8-10 feet in front of your character, then it seems to become extremely blurry.
I always thought my AF wasn't working or perhaps Depth of Field was killing it, and I was soon going to look into whether or not DoF can be adjusted. But instead it is just the by product of no AF working on parallax?
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#11 | |
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Teh lazy swede
Join Date: Mar 2008
Location: Svea
Posts: 1,978
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Quote:
"We chose to use a certain kind of texture lookup for performance – this lookup type does not support Anisotropic texture filtering. In most cases this should not be that much visible. We will discuss this here and maybe for a patch we consider to improve this for high quality settings. We just need to make sure we don’t loose too much performance and at the same time we cannot afford too many shader variations on this" Maybe we'll see this problem solved in Warhead, maybe in a future patch, maybe never... |
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#12 |
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CUBE
Join Date: Jan 2003
Location: PA, USA
Posts: 18,844
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Bah... they aren't making any more patches for this game, so I guess we're stuck with it.
Too bad. ![]()
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6GB DDR2 @ 942Mhz 5-5-5-20 1.9v (2x1Gb Wintec AMPX PC2-8500 & 2x2Gb G.Skill PC2-6400) - EVGA Geforce GTX 470 @ 750/1500/1850 (1.050v) Sparkle Geforce GTS 250 1Gb Low-Profile (Physx) - Crucial RealSSD C300 64Gb SSD - Seagate 7200.12 500Gb SATA - Seagate 7200.10 320Gb SATA ASUS VW266H 25.5" LCD - OCZ GameXStream 700W PSU - ASUS Xonar DX - Logitech Z-5500 5.1 Surround - Windows 7 Professional x64 ---- HTPC ---- Asus M3A78-EM 780G - AMD Athlon X2 5050e 45W @ 2.6Ghz - 2x2GB Kingston PC2-6400 DDR2 - Sparkle 350W PSU Seagate 7200.10 320Gb SATA - Seagate 7200.10 250Gb SATA - Athenatech A100BB.350 MicroATX Desktop - Creative X-Fi XtremeMusic |
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