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Have anyone achived higher than 30/20 fps with ubersampling on.

I have a i7 950/GTX 580, but even that is the max I can get out of it.

It is sad since ubersampling is absolutelly gorgeous!
i really wanna get this working aswell..

im hoping with a driver update itll be less on the GPU but im not holding my breathe
........


I get it running on i7 920/6950 but it seems jerky..if the jerky stuff wasnt there it be playable
Much like Crysis did, this option is for future proofing. We'll be able to run TW2 fully maxed on Ultra with SSAO/Ubersampling in 2-3 years when we're one or two generations of GPU ahead.

The only hope is for CF/SLI users when the game gets optimized better and proper profiles are released, but there is no single GPU solutions that will run it as of this year.
u seem so sure on this tiger lol can u explain why ? Im not experiencing to much of a downside with it turned on it only seems like it needs a lil optimization and itll work easily
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thekingcasper: u seem so sure on this tiger lol can u explain why ? Im not experiencing to much of a downside with it turned on it only seems like it needs a lil optimization and itll work easily
Ubersampling is always going to be some factor slower than no ubersampling. It has to render the same frame multiple times, then filter the result.

N-way ubersampling necessarily slows frame rendering by a factor >= N. If the game is being limited by rendering, it will kill performance. (If the game is limited by something else, ubersampling will not be quite so harmful.)

The real improvement will come in finding more efficient ways to get comparable improvement in image quality, at which time gimmicks like ubersampling may safely be forgotten.
Post edited May 18, 2011 by cjrgreen
What, is Ubersampling the new Anti-Aliasing?
Bet I could get it to work with crossfire HD6950's ....but these current crossfire HD6870's can barely run the game on Ultra settings without Uber Sampling...

Looks great anyway...dont think it can get any better..

I DID see a setting in the Ultra Profile about UberSampling = 2 ....maybe if it was changed to 1 you guys might can run it...but I dont think you will see much improvement vs Ultra settings with UberSampling off..
Unless you game at small resolutions like 1280x768, Ubersampling's purpose and methodology is to generates the textures multiple times over to improve the richness. TW2's engine doesn't even use real AA, but MLAA, which is in my opinion a better alternative as the rewards are vast in exchange for very little GPU power requirements.

Your subjective analysis of the FPS drop from the "feel" of it doesn't really mean anything to the rest of us, as people who want things to work tend to be more enduring of performance sacrifices to convince themselves it's possible. You'd need to run FRAPS and record a play sequence of equal lenght and context and note accurate FPS readings. My guess is that the actual number will have dropped by 30%, if not 50%,

At 2560x1600 (that is much beyond 1080p), I can run the game on Ultra but require SSAO/Ubersampling be disabled to get sustainable 30+ FPS at all times on an fully overclocked, watercooled 2GB 6970HD. I disabled DOF as well as it created further uncontrolled drops. Depending of monitor refresh rate and type, vsync might help tearing and overall FPS stability.

It will require 580 SLI or 6970CF, if not 6990+6970CF at high resolutions, to get SSAO and Ubersampling to run smoothly.

And that is a good thing.
maybe im crazy lol but i can run the game on ultra with i7920/6950 with latest drivers for everything and the only options i turned off was the texture downscaling and Uber Sampling and it runs good enough to play and seems to be high enough FPS to not be bothered
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kalirion: What, is Ubersampling the new Anti-Aliasing?
It's actually a form of full-scene anti-aliasing, an old idea that was abandoned due to excessive computational cost. It's been brought back in recent nVidia and AMD/ATI hardware, because it gives results that look like soft-focus when the GPU is otherwise underutilized.

But when the GPU has to run full-on to give adequate frame rate, rendering the same frame multiple times can't help being very, very expensive.
so its similiar to enabling triple vsync or something ? just with a better result ?
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thekingcasper: so its similiar to enabling triple vsync or something ? just with a better result ?
Not really, and its purpose is different. Triple buffering strives to keep the next two frames in memory, so that when you're running with Vsync on, you don't get bad frame skipping.

Ubersampling or FSAA renders each pixel 2 or 4 times at slight offsets, then averages them. This makes it less efficient, "softer", and freer of artifacts than other AA methods, which are much faster, "sharper", and more likely to show ringing, banding, and other artifacts.
Post edited May 18, 2011 by cjrgreen
thanks man for the feedback interesting stuff
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kalirion: What, is Ubersampling the new Anti-Aliasing?
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cjrgreen: It's actually a form of full-scene anti-aliasing, an old idea that was abandoned due to excessive computational cost. It's been brought back in recent nVidia and AMD/ATI hardware, because it gives results that look like soft-focus when the GPU is otherwise underutilized.
Personally, I like things sharp. Not sure I'd care for something that adds blurring to textures and makes things looks like I'm running below the native resolution. If I wanted that, I'd just bump the resolution down to 720p and turn up the normal anti-aliasing.
Post edited May 18, 2011 by kalirion
i tried it for the hell of it, but turning was a laggy one

so just took off the uber and turned on fade distance and i'm all set for ultra setting. of course bloom and motion blur off. those annoyed me