Closed RhanCandia closed 6 months ago
Regarding the anti-aliasing; It's a very light-touch post-process AA in the form of SMAA. It can be hard to spot differences in certain scenes to be honest given how ineffective it can be. If you have [Info :HundredHeroesFix] Graphical Tweaks: Enabled high quality SMAA on Main Camera.
in your log though then you can be certain that SMAA has been enabled.
I did look briefly at MSAA which would help a lot with non-specular aliasing but it's incompatible with the rendering setup the game uses. Also TAA isn't an option since this game uses URP and as far as I know, Unity's TAA has not been ported to that yet. Your most effective remedy for aliasing in this game is either using (DL)DSR/VSR/high render scale along with enabling SMAA.
As for the enemy sprites framerate, I had a poke around and I couldn't find anything that would let me alter either the framerate or enable interpolation during run-time. I think it would need to be something enabled by the devs. Though I imagine that's unlikely given the lower-framerate look is likely intentional.
I will try a higher render resolution in the config. I will let you know how it goes.
Re: enemy sprites, I understand. This is probably by design. But I don’t like it. It hurts my eyes seeing them stutter while everything else is smooth. But that’s just how the devs designed it.
@Lyall I tried doubling the internal rendering resolution and it did help mitigate the jaggedness but only by little. And the performance hit on my machine is huge. So, I guess that's not for me.
Maybe one day BepInEx can inject upscaling tech to the game like XeSS or FSR and we can utilize those upscaler tech's anti-aliasing.
I will get around it by using ReShade for now.
I will close this issue now. Thanks!
I enabled AntiAliasing in the config file but I am not sure it works. There are some objects that are so jaggy.
Most of the stuff looks okay like the tree leaves, the plants.
Also, a separate thing, I noticed that the enemy sprites are animating in such a slow framerate that they stand out too much when playing in high refresh rate monitors. Is that something that BepInEx is capable of adjusting?