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Documenting DXWrapper's AntiAliasing With & Without DXVK #560

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@missingnoXXVI

I came upon this both by accident and because of sheer mad science curiosity. With permission from Elisha, I am committing to test out as much as I can for however long. If anyone else gets the hang of the process and has access to a ddraw on up to DX9 game that I haven't posted yet or don't have access to which could really use the extra crispness? Feel free to join in with your results.

For the sake of ease, I first narrow down which stub can be used to activate DXWrapper alongside DXVK instead of the documented "proper" way of going about it. When just using DXWrapper by itself I use ddraw,d3d8, etc. The NVIDIA app doesn't always mesh well with the chosen game and these 2 mixed together, so sometimes I have to record with RTSS and MagicYUV encoder.
If there is no serious progression with a nightly release, I usually use the latest official but currently I am on one of the most recent nightlies as FullscreenWindowedMode got further improvement. Had to use WindowedBorderlessGaming otherwise. Apologies for the quality of the second video.. only so much to be done with free Github limitations.

ADVENT RISING:

[Compatibility]
D3d8to9 = 1

[d3d9]
AnisotropicFiltering = 1
AntiAliasing = 1
ShowFPSCounter = 1
FullscreenWindowMode = 1

DXWrapper.By.Itself.wAA.On.mp4
DXWrapper.wAA.Off.DXWrapper.w.DXVK.and.AA.On.mp4

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