Whats better MSAA or FXAA?
Coverage Sampling (CSAA): Nvidia’s more efficient version of MSAA. Fast Approximate (FXAA): Rather than analyzing the 3D models (i.e. MSAA, which looks at pixels on the edges of polygons), FXAA is a post-processing filter, meaning it applies to the whole scene after it has been rendered, and it’s very efficient.
Should I turn off FXAA?
The nvidia control panel FXAA will override the in game FXAA, it shouldn’t matter which you choose they should do the same thing. I would just use the in game FXAA and leave nvdia control panel FXAA off. FXAA certainly is not going to get rid of all aliasing, especially with a 900p monitor.
How do I turn on antialiasing Nvidia?
Select Enhance the application setting in the NVIDIA Control Panel and then select a higher antialiasing level. Start the game and set antialiasing to “enable” or “on”, or “2x” or “4x” through the game menu.
What is FXAA in the NVidia Control Panel?
Moreover, FXAA in the NVIDIA Control Panel is kind of a “brute force” method, meaning it can be applied to scenes and frame elements that the developer wouldn’t necessarily want, like UI text (which can appear fuzzy or blurred.)
What is the difference between FXAA and MSAA on GTX 560?
On a GTX 560, the time drops to 0.39ms/frame with the same scene and settings. Futher, FXAA provides not only a memory advantage over MSAA, especially on stereo and multi-display render targets or back buffers, but also a significant performance advantage for deferred rendering over using MSAA and shading multiple samples.
Can I combine FXAA into an existing post processing pass?
Depending on the engine, there may be a performance advantage in merging FXAA into an existing post processing pass. For example, the following can be done in a single full screen pass: FXAA + composite bloom results + color grading + adding film noise.
What is the latest version of FXAA?
The included code and sample use FXAA version 3.11, the latest version available as of this writing. The technique targets aliasing both on triangle edges and within shader results. It has logic to reduce single-pixel and sub-pixel aliasing, which one can see clearly in the reduction of stipple aliasing in Figure 1.