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View Full Version : Bloom or Multisampling


mehoo462
06-21-2004, 04:06 PM
Which do you folks use? Bloom or Multisampling... cuz you can't do both.

I've got an Atholon 2.2 ghz.
256 RAm
ATI Radeon 2700.

At 1024x768 with bloom everything runs fine, but the edges (especially of characters) are really pretty ugly. I tried maybe 3x multisampling to help a bit, and the game gets a little slow.

I recognize the advanced shadow effects going on under the hood, however, I still think the final product doesn't look as good as games like Farcry and Unreal 2k4.... and it requires more power. Things start looking mighty impressive as resses like 1200x1600, but who can run it like that? I can't.

So anyway, whats the verdict? Bloom or multisampling?

rob444
06-21-2004, 04:37 PM
Isnt bloom there to make it all more blurry?

Sobbsy
06-21-2004, 05:26 PM
Bloom creates a sort of 'motion blur' effect around the edges of objects, turning it on doesn't make them look crappy or jagged... it simply blurs them when in motion, and is a very sexy and effective effect. Multisampling is just another way of saying anti-aliasing, but with t3, on ati cards and using the cat 4.2/4.4, the only ones known to work flawlessly with it, seems to create some unwanted lag when moving around. framerates are fine, but as to what causes this it is unknown, i've seen many systems doing it, and i'm starting to think perhaps IS should look into it as a possible problem...if anyone has any ideas or solutions, spam away, other than that, if you can run multisampling minus the lag, go for it, you wont regret it :)

Mr. Perfect
06-22-2004, 07:38 PM
Bloom is the worst video option I've seen since "use low-detail textures". I leave both bloom and AA off and jack the res up to 1024x768.