

- HOW TO USE SWEETFX DIRECTX 12 DRIVERS
- HOW TO USE SWEETFX DIRECTX 12 DRIVER
- HOW TO USE SWEETFX DIRECTX 12 CODE
Also, I believe floating point render targets (for advanced HDR lighting) and such require the deferred buffer as well.
HOW TO USE SWEETFX DIRECTX 12 CODE
Which means they created another rendering buffer outside of the front buffer and back buffer, and they hard code in the size, be it 1920x1080 or whatever you pick in the game. Game developers learned at one point that when the back buffer was enlarged and they were performing their rendering, especially with heavy shading, that the performance of their game was suffering because now pixels shaders need to run for a 3840x2160 resolution vs a 1920x1080 resolution. Which is why FSAA is an expensive operation. The back buffer is actually enlarged typically x2 (or 3840x2160), FSAA occurs, and the image is shrank back down to 1920x1080 so it can be copied over to the front buffer which matches the monitor resolution. (Watch a video of Elite from the C64) Today, everything is drawn to the back buffer, and when rendering is complete, the back buffer gets copied over to the front buffer. So you don't see the screen drawing itself to the front buffer like we did in games from the Commodore 64 era. When people program video games, they need a back buffer too. The front buffer is what is displayed to the user. So if you have a 1920x1080 monitor, you need a 1920x1080 front buffer allocated.

When you connect the monitor to the PC, video needs to be presented to the monitor. It's the nature of using deferred rendering.īasically think of it like this (back story):
HOW TO USE SWEETFX DIRECTX 12 DRIVER
It is not a flag sent to the driver to turn off FSAA. I still really want true anti-aliasing anyway though.) I found GemFX which seems to work in 10+ and apparently even works in Windows 8+, but SMAA is permanently grayed out no matter what I do. To this end, I wonder: might there be some way to block this? I'm getting very fed up with FXAA and even SMAA has its limits in the things I can try to force it into using the likes of SweetFX (not to mention that SweetFX isn't even compatible with DX10+.
HOW TO USE SWEETFX DIRECTX 12 DRIVERS
Or even if this method worked back then it doesn't now because I tried and couldn't fool it apparently.) I've been wondering if games essentially send some sort of flag to the drivers that tell them to turn off FSAA even if it's set to forced. (In fact, I saw one guide suggesting renaming games to things like "Bioshock.exe" to try to trick drivers, but they were using nVidia. This seems to go in league with everyone trying to force us to switch to cheap shaders like FXAA (which I'm guessing are much more console friendly since FXAA requires little by way of resources in comparison even to the far superior SMAA.) Given that FSAA works at the 3D level though, I find it inconceivable that FSAA is truly "broken" or would actually cause problems.

So one truly fun feature I've noticed in all modern games is that even if you set the drivers themselves to force FSAA the setting will be ignored.
