Because with MSAA, it would actually sample the same pixel twice (2x MSAA) or four times (4X MSAA) and thus due the sampling show the complete edge on your screen instead of a sharp edge in the distance. Hence why Aliasing used to be MSAA, done by your GPU, and not the sudo Aliasing which are ran in post processing, used by a lot of modern games these days. The more pixels there are, the more of the edge of a item or piece of geometry can be shown, thus less jaggies and in your case less blur, because the Sudo Aliasing doesn't effect as much of the screen. This guide is aimed at users with headsets that can run SteamVR natively, other headsets might want to use OpenXR instead of VRPerfToolkit, but for headsets. In this guide i will explain in detail how to get the most out of Assetto Corsa Competizione in terms of VR Performance. ![]() ![]() That's because the higher the res of a screen, the less Aliasing there is to begin with, as those jagged edges exist because of how pixels on your screen work, and one pixel not being able to display the full detail of a edge. ACC VR - The definitive VR Performance Guide SteamVR By scuba guy. I’m using a 1440p monitor with TXAA and get pin-sharp, smooth graphics. Originally posted by maelstrom_19:Looking at the official support forum, it appears that those using a 1080p monitor or VR are the ones mostly complaining about the graphics.
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