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Messy AA

Captain Picard

Weaksauce
Joined
Aug 28, 2005
Messages
120
Hi, I've had a Sapphire HD 4850 for a few weeks now, and I've noticed that on some games when I've got AA enabled there is shimmery "snow" on the edges of some objects. Along certain polygon contours, there are white pixels that flicker on and off and move along the edge of the object as the screen is moving. This only happens with AA enabled, and only on certain games like Sins of a Solar Empire, Neverwinter Nights 2, and even the little rendered scene in the CCC 3D options pane. Without AA, there's nothing of the sort on the screen, but I haven't been able to fix the issue. I've fiddled with the mipmap detail settings, catalyst AI, the different AA rendering modes, enabling/disabling bloom or HDR in the game, and nothing has worked to clear this up.

I hope my card doesn't have a bad chip or something.
 
Try using a different set of drivers and see if that fixes it. If you're overclocking then go back to stock settings. It sounds more like a driver issue with certain game engines rather than a bad card.
 
I was initially using the 8.7 catalyst drivers, but updated to the 8.8 a couple days ago. I've had the problem with both. I experimented briefly with overclocking, but decided to run things at stock until I get a better cooler.
 
The biggest problem seems to be in Sins of a Solar Empire. The edges of ships, wreckage, asteroids, structures, etc. shimmer with white pixels even against a dark background. NWN2 has a few objects and models that have this problem, but more often than not I just see irritating seams occasionally along ground edges. Source engine games have no problems that I've noticed however.
 
What kind of AA are you using. I think I read that the edge detect can sometimes cause artifacts like that - not sure where I read it now though.
 
It's most likely an AA bug with that game. I've got an issue with Oblivion when you face the Oblivion gates. The transparent heat effect appears through trees, land, etc. with AA on--even at far off distances. I had to set the bUseRefractionShader to 0 to fix it.

There's definitely some AA issues with the 4800 series cards.
 
Well, I suppose it's good to know it's probably not a result of faulty hardware then. I guess we'll all just have to wait and see if ATI can fix these issues in future driver revisions.
 
I don't know if this works but play around with the settings of "Catalyst AI" in CCC, it implements different filters at different settings.
Also, you can play around with the settings under "More Settings" in the 3D group.
 
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