FWGS / xash3d-fwgs

Xash3D FWGS engine.
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Supersampling support? #1260

Open TheFerries opened 1 year ago

TheFerries commented 1 year ago

Is it possible for Xash3D to have native SuperSampling antialiasing?

The reason I ask for this is because I think it would be the best way to have unfiltered textures without suffering any shimmering, Forcing it through Nvidia it just looks terrible, One sourceport of Quake (VKQuake) is quite popular thanks to this feature and it looks amazing.

I know Goldsource (and Xash) are not the same as Quake 1 engine, but I feel it would make the game look great for anybody that likes Unfiltered textures without wanting to suffer too much shimmering.

a1batross commented 1 year ago

There is no such feature. It's definitely possible to create FBO and render it to a big texture and then cram it down to our screen size. It will also add a possibility to downscale, or rotate the image like ref_soft does.

brad86m commented 1 year ago

Use Nvidia Profile Inspector, add the xash executable to a new profile, and enable 16xS [Combined: 2x2 SS + 4x MS] or 32xS [Combined: 2x2 SS + 8x MS] in the AA section after setting to override. This will clear up those edges perfectly.

Forcing normal SSAA via the Default Nvidia Control Panel can look strange with OpenGL, that's if it works in the first place.

a1batross commented 1 year ago

@brad86m how does it affect 2D rendering, like hud sprites or text?

brad86m commented 1 year ago

It doesn't blur them like the game's native linear filtering does.

I agree that a similar approach as how VKQuake does it would be ideal, though.