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Anyone had luck getting supersampling working with New Vegas

Posted: 11 Jun 2019, 14:24
by Asterra
I know this is supposed to work, one way or another. I know at least some people have gotten it to work. I also know there are basic instructions on how to get it to work: AddDisplaySuperSamplingResolutions=true, change resolution to 2x height & 2x width, full screen, and (unmentioned but supposedly important) UseDeferredRendering=false. Doing all of this does not net me supersampling, however. Just a regular, non-antialiased render at 1080p.

The STEP guide's brief mention of ENB supersampling says AddDisplaySuperSamplingResolution is best left to false and is only for experts. Elsewhere it is largely reckoned that forcing supersampling via the likes of Nvidia Profile Inspector is the way to go. But this does not work. I get a regular, non-antialiased render at 1080p.

Honestly? All I really want is to render the ENB's overlay as a supersample -- like what it already can do for SSAO, but for all of its effects. See, the thing is.. I've been using ENB 0.173, which allows me to use hardware AA with ENB. This mostly looks great. But ENB's overlay ignores the AA smoothing; every pixel it provides is basically nearest-neighbor. So edges with high contrast in the overlay stand out like they weren't anti-aliased at all:

Image

This image used 4xMSAA and 4xSGSSAA. The plants and low-contrast edges are nicely anti-aliased but the high-contrast areas, such as around the character's head and the mountains in the background, exhibit aliasing. This is the sort of thing it would be nice to have supersampling for. If I could just get it on the ENB overlay, that would probably be ideal, but really the focus of this post is to find out how to get SSAA working at all.

Re: Anyone had luck getting supersampling working with New V

Posted: 11 Jun 2019, 16:14
by ENBSeries
I don't know why it's so difficult. I do not disable deferred mode, set borderless full screen and resolution of the display*2 by width and height. No other tricks required, at least when i developed it. And this is the only way to apply antialiasing to hdr things, cause hdr contrast kills antialiasing even if it's natively supported, so using msaa with tweaks of intensities mostly breaker.

Re: Anyone had luck getting supersampling working with New V

Posted: 11 Jun 2019, 16:25
by walrus
Super sampling through FNV enb has never worked for me, even with borderless full screen and resolution of the display*2 by width and height, it still produces an aliased image. The only way I've got FNV enb working with super sampling is to use GeDoSaTo.

Re: Anyone had luck getting supersampling working with New V

Posted: 11 Jun 2019, 17:32
by Asterra
walrus wrote:The only way I've got FNV enb working with super sampling is to use GeDoSaTo.
I would certainly love to know what steps you took to get that to work. I've never used GeDoSaTo before, but I just made an attempt. The app had a FalloutNV profile already, to which I added a line which should theoretically have forced it to render 4k. No dice. But then again I don't know how the app is meant to know when I'm running the game. I run New Vegas via NVSE, and for all I know, that may trip it up. Nvidia Profile Inspector, for example, has safeguards against this possibility by permitting the user to define multiple executables. The only other thing I can add is that, yes, the app says it is "activated".

Adding NVSE_Loader to the user whitelist didn't help.

Edit: Duplicating the FalloutNV ini as NVSE_Loader ini didn't help.

The only thing to suggest that something is trying to happen is the fact that the NVSE command prompt doesn't go away when I exit FONV, which it should be.

Edit2: I got the thing to affect NV, but there are three problems. 1: Despite specifying 3840x2160@60, it is defaulting to the first setting of 3200x1800. 2: With ENB loaded, it renders only a pure black screen -- only the ENB menu and text appear. 3: When New Vegas gets to the point where it normally displays "Continue" "Load" etc., those options never appear, and neither does the mouse pointer. Somehow, GeDoSaTo is preventing the game from progressing at this point.

I guess what I really need here is a profile that someone has use for NV that actually worked for them. It feels like balancing stacks of plates.

Re: Anyone had luck getting supersampling working with New V

Posted: 11 Jun 2019, 23:38
by walrus
Asterra wrote:I guess what I really need here is a profile that someone has use for NV that actually worked for them. It feels like balancing stacks of plates.
Here is my GeDoSaTo.ini https://pastebin.com/0m8bU5an. For my New Vegas specific ini, injectDelayAfterDraw=true is the only setting that you can change and I can't remember if I manually set it to true or not, so there you go. I would give you more specific instruction on how to get GeDoSaTo working, but at this point it has been a year or two since I got it setup and I didn't document how I did it before.

Good luck! Your quote is exactly how modding New Vegas feels in every sense.