I was actually thinking of covering this soon too. FSR is a way of scaling up a lower resolution image to maintain steady performance. It’s especially useful for running newer, more demanding games at higher screen resolutions. I recently made a Black ops 6 video where you can see the kind of quality of image that you can expect from using this setting. I would not recommend using it if at least, 80 fps is consistent while running on your native resolution. There’s no need for it if fps is already stable, as using it will slightly degrade your image quality. If performance is fine, the best image is obtained with it off. If performance is poor, it may be worthwhile enabling it instead of lowering texture quality etc as it can offer steadier performance with a better overall image quality (in circumstances of poor performance). I hope that explains it well. Visually, it kind of looks like how Breath of the Wild and Mario Odyssey use mesh rendering. While zooming in, you’ll notice blurred, pixelated textures in unimportant spaces of your image. The “2” in “FSR 2” is just a different algorithm for the feature, I believe. Presumably the newest version would be most efficient.
@@catfacecat. DLSS and FSR is the same thing basically, just from two competing companies, Nvidia and AMD. Not actually the same, but each companies take on doing the same thing.
@@johnwayne-kd1pn I mean, fsr dosent use ai right now, so dlss is stronger, but unique to the nvidia rtx and 40 series. my question was it should be an option to choose if we want dlss upscaling or fsr upscaling. smaa isn't an upscale, in fact it would hurt performance. it's weird to choose EITHER fsr OR smaa. they aren't mutually exclusive.
@@catfacecat. I don't think you can chose, because FSR is only available on AMD cards and DLSS only on Nvidia cards, no? I mean, so you do choose, based on if you use Nvidia or AMD.
I was here to understand if its better to have high anti aliasing or low for my minecraft... at the end i just sat here and enjoyed the video cuz of the effort lol
It depends on your resolution. The higher it is the less AA is needed. The important question you should be asking though, is if you can't tell the difference and had to look it up, then there's not going to be any advantage for you to select the higher quality? If you can't tell the difference then lower it until you can. You'll get added performance for nothing. You don't need a video to tell you this, and a video can't even tell you it, as it ultimately depends on your setup and your personal ability to tell the difference. The best way to test any setting is to do A B comparisons, checking the performance and graphics quality each time. The balance you want will depend on you.
There are actually multiple kinds of aliasing that the different techniques effect differently. There is the stepping at the edge of meshes like the jagged block edges he showed in minecraft, and there is the flickering of small details in textures when the camera moves. The second kind is generally an issue for games with realistic lighting because the detailed textures can have reflective spots that make the flickering especially noticeable. Games already use mipmaps to combat the texture aliasing issues including minecraft, which doesnt have realistic lighting that requires aliasing to clean up. Most of the methods mentioned here effect (or can effect) the entire frame, but the exception to this is msaa which is special because it doesn't effect textures at all. Instead it just adds samples to the edges of meshes to smooth out the outline. Unless your using shaders, I recommend msaa because of how mipmaps already blur out details in textures far enough away for thin contrasty details to start flickering, and id still reccomend it with shaders unless you experience distracting texture flickering in highlighted reflective spots.
You should mention that it becomes less relevant the higher your resolution. There's way fewer inherent sampling issues in 4K than 1080p than 480p. 4K probably doesn't need any AA, but 480p will probably benefits from cranking it all the way to 16x. In fact the most basic old school methods essentially just render at a higher resolution - with some tricks for performance.
If that's the case and it is true that downscaling provide anti-aliasing, then producing output in 4k and downscaling it to 1080p should give a pretty good result? That would be 4x, from a reference point of "little to no sampling issues" in 4k. I suppose it also depends greatly on pixel density. With higher density (smaller screens) the sampling becomes even less visible.
@johnwayne-kd1pn yes rendering in a higher resolution and then downscaling properly is actually one of if not the earliest method. It's also the worst method as far as I know, at least in terms of performance.
@@lost4468yt Right now I'm in the camp of rather wanting to have crispy clear and sharp 1080p (at high framerate) than blurry and messy 4k with choppy picture (creating even worse overall image). Issues are being raised about the widespread use of TAA and its impact on image quality overall.
@@johnwayne-kd1pn I don't understand? You realise there's no benefit to downscaling it if you have a monitor that can display it? You won't get better performance... You will actually get a worse image than the 4K one but the same performance... Plus there's plenty of other AA techniques that are equivalent but much much more performant... If the video games don't employ them in the options you can just force enable them.
Yes because hexagons cannot form a straight line consistently. Imagine 4 hexagons placed like the 4 directions of a compass. One North, East, South and West. The border between north and south is horizontal, while the other lines between the shapes are diagonal. The borders would look somewhat like this: / ------- / I would actually imagine that anti-aliasing a shape like this would be more problematic when compared to the current consistency of: ------- | ------- | You would need to only partially blur the edges of a hexagon, and even then, the lines would be at a weird angle or slightly curved. With the current square pixels, it's really easy to make a perfect 45 degree straight line with anti-aliasing by blurring each top left corner.
AA is both simple and yet difficult to understand / explain. SSAA renders the entire image at higher resolution and compresses it down. Very costly but looks pretty good most of the time, MSAA is the same idea but only for the edges of geometry. Problem is, its not easy to implement in modern rendering and also doesnt clean up aliasing caused by shader effects. TAA can do that but it looks worse at lower resolution and framerate like 1080p 60. TLDR: FXAA is worthless, TAA is your safest bet. For older games try MSAA or even SSAA for the best visuals.
3:37 In Genshin Impact you can change between SMAA and FSR 2.. What is FSR 2?
I was actually thinking of covering this soon too. FSR is a way of scaling up a lower resolution image to maintain steady performance. It’s especially useful for running newer, more demanding games at higher screen resolutions. I recently made a Black ops 6 video where you can see the kind of quality of image that you can expect from using this setting. I would not recommend using it if at least, 80 fps is consistent while running on your native resolution. There’s no need for it if fps is already stable, as using it will slightly degrade your image quality. If performance is fine, the best image is obtained with it off. If performance is poor, it may be worthwhile enabling it instead of lowering texture quality etc as it can offer steadier performance with a better overall image quality (in circumstances of poor performance). I hope that explains it well. Visually, it kind of looks like how Breath of the Wild and Mario Odyssey use mesh rendering. While zooming in, you’ll notice blurred, pixelated textures in unimportant spaces of your image. The “2” in “FSR 2” is just a different algorithm for the feature, I believe. Presumably the newest version would be most efficient.
what... why smaa and fsr..?
if anything, it shouod be DLSS and FSR. i dont got a coue why smaa is there.
@@catfacecat. DLSS and FSR is the same thing basically, just from two competing companies, Nvidia and AMD. Not actually the same, but each companies take on doing the same thing.
@@johnwayne-kd1pn I mean, fsr dosent use ai right now, so dlss is stronger, but unique to the nvidia rtx and 40 series. my question was it should be an option to choose if we want dlss upscaling or fsr upscaling. smaa isn't an upscale, in fact it would hurt performance. it's weird to choose EITHER fsr OR smaa. they aren't mutually exclusive.
@@catfacecat. I don't think you can chose, because FSR is only available on AMD cards and DLSS only on Nvidia cards, no?
I mean, so you do choose, based on if you use Nvidia or AMD.
I was here to understand if its better to have high anti aliasing or low for my minecraft... at the end i just sat here and enjoyed the video cuz of the effort lol
It depends on your resolution. The higher it is the less AA is needed. The important question you should be asking though, is if you can't tell the difference and had to look it up, then there's not going to be any advantage for you to select the higher quality? If you can't tell the difference then lower it until you can. You'll get added performance for nothing. You don't need a video to tell you this, and a video can't even tell you it, as it ultimately depends on your setup and your personal ability to tell the difference. The best way to test any setting is to do A B comparisons, checking the performance and graphics quality each time. The balance you want will depend on you.
There are actually multiple kinds of aliasing that the different techniques effect differently.
There is the stepping at the edge of meshes like the jagged block edges he showed in minecraft, and there is the flickering of small details in textures when the camera moves.
The second kind is generally an issue for games with realistic lighting because the detailed textures can have reflective spots that make the flickering especially noticeable.
Games already use mipmaps to combat the texture aliasing issues including minecraft, which doesnt have realistic lighting that requires aliasing to clean up.
Most of the methods mentioned here effect (or can effect) the entire frame, but the exception to this is msaa which is special because it doesn't effect textures at all. Instead it just adds samples to the edges of meshes to smooth out the outline.
Unless your using shaders, I recommend msaa because of how mipmaps already blur out details in textures far enough away for thin contrasty details to start flickering, and id still reccomend it with shaders unless you experience distracting texture flickering in highlighted reflective spots.
Thank you. That was a lot of effort for a video. Best I've seen yet on the subject!
No worries, I hope to make more technical breakdowns in the future
thank you good sire. I'll probably end up choosing last option which the game provides, hoping its the best looking.
I find TAA is pretty common in games and good looking
Straight to the point, still funny. I really appreciate!
wow are you real bro?
first time a youtube video is not clickbait and explains my question really good
Oh wow, thanks! I've been meaning to make more of these explanatory videos. I know personally how annoying the settings can be.
TAA is basically the worst 😔 blurs the image to death.
Thanks for the quick explanation
this is the best video on a quick understanding of anti aliasing I have ever watched
I was expecting the video to go on after the "thanks for watching" LOL. Thx for the vid :p
No worries, my pleasure. (Sorry to have ended it) xD
Thanks! Great Video! Keep 'em coming!
Genuinely helped. Thanks man
You say good quality but I've never seen any Anti-Aliasing that looks good besides 4k with DLDSR.
What about MLAA?
Thank you for this nice informative video! It helped me a lot. Have a nice day!
What’s TSR? And FSR?
You should mention that it becomes less relevant the higher your resolution. There's way fewer inherent sampling issues in 4K than 1080p than 480p. 4K probably doesn't need any AA, but 480p will probably benefits from cranking it all the way to 16x.
In fact the most basic old school methods essentially just render at a higher resolution - with some tricks for performance.
If that's the case and it is true that downscaling provide anti-aliasing, then producing output in 4k and downscaling it to 1080p should give a pretty good result? That would be 4x, from a reference point of "little to no sampling issues" in 4k.
I suppose it also depends greatly on pixel density. With higher density (smaller screens) the sampling becomes even less visible.
@johnwayne-kd1pn yes rendering in a higher resolution and then downscaling properly is actually one of if not the earliest method. It's also the worst method as far as I know, at least in terms of performance.
@@lost4468yt Right now I'm in the camp of rather wanting to have crispy clear and sharp 1080p (at high framerate) than blurry and messy 4k with choppy picture (creating even worse overall image).
Issues are being raised about the widespread use of TAA and its impact on image quality overall.
@@johnwayne-kd1pn I don't understand? You realise there's no benefit to downscaling it if you have a monitor that can display it? You won't get better performance... You will actually get a worse image than the 4K one but the same performance...
Plus there's plenty of other AA techniques that are equivalent but much much more performant... If the video games don't employ them in the options you can just force enable them.
if pixels were hexagons would there be a need for aa?
Yes because hexagons cannot form a straight line consistently. Imagine 4 hexagons placed like the 4 directions of a compass. One North, East, South and West. The border between north and south is horizontal, while the other lines between the shapes are diagonal. The borders would look somewhat like this:
/
-------
/
I would actually imagine that anti-aliasing a shape like this would be more problematic when compared to the current consistency of:
-------
|
-------
|
You would need to only partially blur the edges of a hexagon, and even then, the lines would be at a weird angle or slightly curved. With the current square pixels, it's really easy to make a perfect 45 degree straight line with anti-aliasing by blurring each top left corner.
AA is both simple and yet difficult to understand / explain. SSAA renders the entire image at higher resolution and compresses it down. Very costly but looks pretty good most of the time, MSAA is the same idea but only for the edges of geometry. Problem is, its not easy to implement in modern rendering and also doesnt clean up aliasing caused by shader effects. TAA can do that but it looks worse at lower resolution and framerate like 1080p 60.
TLDR: FXAA is worthless, TAA is your safest bet. For older games try MSAA or even SSAA for the best visuals.
Wow great vid, very informative
Amazing video brother thanks for the help
You're very welcome! Glad it helped :D
Excellent video, thanks!!
Great way to explain it for noobs, thank you
You're very welcome. Thank you Alex for your kind comment! :D
2:23 what the fuck is this game!? Resident evil? I never played that so I'm assuming here.
Good job man. You’re a good teacher
nice explanation
best Guide ever
Thank you very much :D
Now I finally know. Cool.
Thanks 🤓
Thank you :D
As a non English speaker, I understood nothing, have a good day 👍
🤣 I’m so sorry that it was unclear
@@CGJournalist no youre good, but my English is bad
@@ewchiha I think it was way easier understandable than if he had done it completely technically with no humor in it.
*ASAA : Autism-Spiced Anti-Aliasing*
told me what I needed to know and added some humour. i really like it.
Great vid