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It doesn't seem to work when forced through the nVidia control panel.

All the difference I see is the small puddle on the left side, the roofs on both sides, and the rocks on the right side. The pavement is still blurry as heck.

None: http://i.imgur.com/CsCqw.jpg
16x: http://i.imgur.com/LdHzF.jpg

Anybody got this working properly on nVidia with patch 1.1 ?
Post edited May 28, 2011 by anticitizen101
Bump!

Nobody?
It works with ATI CCC

Textures that are in the distance noticeable looks cleaner.
I see. Then maybe it's just a nVidia issue. Aniso worked fine before the patch though...

Oh well.
Get near a wall at an angle and take the screenshots, and you'll see the difference. 16xAA looks great, but the DOF effect smudges it a bit at distance.
16xAF works on ATI, but it comes at a larger than normal performance cost. I think the RED engine isn't intended for forcing this, since they assumed that you'd just use ubersampling to increase the texture fidelity at a distance
I've played enough games to know that the pavement is at a sufficient angle for AF differences to be clearly visible between 0x and 16x.

I also know that it worked before the patch, so it's either the patch's fault, or a combination of both the patch and the beta driver.
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anticitizen101: I've played enough games to know that the pavement is at a sufficient angle for AF differences to be clearly visible between 0x and 16x.

I also know that it worked before the patch, so it's either the patch's fault, or a combination of both the patch and the beta driver.
I thought the same. I have both the 1.1 patch, and the beta driver, and it works. But I only noticed it when at an angle next to a wall. I didnt' notice it when looking at the ground from a distance, which is how I can usually tell the difference.
Aye, which leads me to believe it doesn't work on some textures (maybe the engine handles them differently). Like the ploughin' ground.

Sigh.

Anyway, thanks to everybody.
If you disable the option Depth of Field - Gameplay then youll notice forced AF is working a treat and everything will be alot sharper. It's not much of a loss really. And you'll still get the cool bokeh DOF in cinematics :)
Im dissapointed by patch 1.1 ((( After playing with patch 1.1 i notticed that optimization that was done is pretty much cheap cheating! Instead of real optimization, CDP r deduced quality of graphics! Anisotropic filtering do not work anymore even if forced by driver http://i.imgur.com/CsCqw.jpg some environmental textures became downscaled or lost layers detail textures that made them sharp before patch 1.1, render distance of some objects and characters became lower and LOD popins became more notticable, shadows of many distant objects now cutted at notticable distance, NPC vanishing and appearing under nose etc
CDP if you reading this, please restore 1.0 graphics, and even add more graphical options like render distance of everything with separate sliders (shadows, billboards, foliage, npc, meshes etc)! And dont cheat us again like Rockstar did with GTA 4 when they released patch 6 & 7 that cut half of render distance of everything and ruined game graphics, we will no tolerate such kind of cheating instead of real code optimization!
Also patch 1.1 ruined gamepad controls and for some reason made Xfire in-game functions uncontrollable so i cant even shoot screenshots since patch 1.1 like game takes exclusively all keyboard buttons to itself and x-fire simply cant catch and key pressed ((

OP please rename thread to "Witcher 2 Patch 1.1 downscaled graphics?"
Post edited May 28, 2011 by Voodooman
I don't think I can change the thread title.

As for the reduced visual quality, some of those claims seem to be true.

But as for the LOD (bigger values are better, highest setting is 1.2), you can manually change it in the user.ini file. Same with the texture quality, there's an allowsharpen setting.
Doing some thread necromancy for great justice.

It is well-known that ubersampling=1 increases visual quality at almost no performance cost.

What it seems to actually do is enable anisotropic filtering.

Problem solved.
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anticitizen101: Doing some thread necromancy for great justice.

It is well-known that ubersampling=1 increases visual quality at almost no performance cost.

What it seems to actually do is enable anisotropic filtering.

Problem solved.
Are you sure? Their own patch 1.1 readme has this to say about Ubersampling:
- Ubersampling: high quality rendering mode under which whole scenes are rendered multiple times to provide the best possible textures, object details and anti-aliasing (superior to anti-alias and anisotropy even on the highest settings). PLEASE NOTE: Option designed for powerful, next generation systems! Use with caution, only on top-end computers (best possible in terms of both GPU and CPU).
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anticitizen101: I don't think I can change the thread title.

As for the reduced visual quality, some of those claims seem to be true.
I don't think so. The patch did reset things to low. But after I reset everything back to what I had before, it looks exactly the same.
Post edited May 31, 2011 by cbarbagallo