Problem with SMAA is the same, it adds less blur but leaves a lot of jaggies, both are far from ideal solutions(specially TAA, the blur is so ugly). atm i am using a higher virtual rendering resolution and then downscaling to 1080p with dlss 2.3.4. it looks good as hell. much better than what you could ever get with SMAA or TAAYou would be surprised to know that with reshade you can have a far better looking game.
And SMAA is better than TAA so you can use that.
GeForce.com Shadow of the Tomb Raider Anti-Aliasing Texture Clarity Interactive Comparison: TAA vs. SMAA - Example #001And you can always use DLSS to upscale to a higher resolution.
For now these are the options available, so better than nothing.
You can use this tool to compare the results in detail
But yeah I support the DLAA addition, it would make sense to add it since we already have DLSS.
you can't compare sharpening or reshades to a new antialiasing method. there is a LOT of a difference, but there's google and actual gameplay for that. don't watch youtube videos for comparison. dlaa is basically the evolution of TAA which blurs the image like hell due to the way it works. and it's fairly easy, dlaa is just dlss without the upscaling filter and lower rendering resolution.From what I have seen, there isn't much of a difference. Unless is fairly easy to implement I think it's not worth it as of now.
You can try to use reshade with clarity and lumasharpen among other settings, it brings a lot of detail.
You can check this mods too
great, in case it's needed i can upload another test file, perhaps a bigger one if required, but i am sure the reinforcement stuttering were in the one i gave you. to be clear, the only stutter i have a problem with as of now is the one that happens when reinforcements spawn, other than that, it's more or less fine.Forwarded the info, thanks!
also i don't even have geforce experience installed, i mean it could be my cpu that hitches when reinforcements spawn, but given it's over recommended requirements i guess this shouldn't happen. overall makes the game unplayable in campaign due to reinforcements spawn stuttering and general random stutters. these don't happen in custom battles i guess due to there not being any reinforcements.We were not able to find any spikes on the data. If you can play on SSD you won't be experiencing these spikes. Were Geforce Experience or any other recording app was up and running while you were playing?
no, no other apps except for rivatuner frametime graph were running. i checked and i saw multiple 50ms(and over) frametime graph spikes, also you could feel them as hitches in game, this is not solved. i am sure they were recorded in that file. even without rivatuner you'd feel these spikes. you sure you didn't see them? also in that file most weren't related with ssd usage since i couldn't catch them with test.tmcap since you have to keep an eye for the ssd usage while playing. i know for fact there are multiple hitches left when reinforcements arrive which are very perceivable and game-breaking.We were not able to find any spikes on the data. If you can play on SSD you won't be experiencing these spikes. Were Geforce Experience or any other recording app was up and running while you were playing?
okay just tested this again, it is indeed the ssd on campaign field battles with no ui elements popping that gets maxed at 100% causing stuttering. i am gonna wait for my crucial p5 to see if this is fixed.We are constantly testing for these issues and we try to fix the issues we catch. Where exactly do you experience this issue? On combat? Campaign map or when UI elements getting enabled?
just sent you the test.tmcap file via pm, as said there are multiple big frametime spikes of up to 50ms which'd already be considered very perceivable hitches, most if not all of them aren't related to storage issues.We are constantly testing for these issues and we try to fix the issues we catch. Where exactly do you experience this issue? On combat? Campaign map or when UI elements getting enabled?
It has nothing to do with UI elements, it's purely while the benchmark or campaign field battles are running. i will post a video soonWe are constantly testing for these issues and we try to fix the issues we catch. Where exactly do you experience this issue? On combat? Campaign map or when UI elements getting enabled?