Jagged graphics since new patch

Has anyone else had this issue. Anti aliasing seems to be broken.

Anti Aliasing and Vsync must be the biggest bs settings I have ever seen, and thats with every game I ever played.

I am 100% sure they are in games just to troll people. I always turn them off, as they never do anything good and always crack the fps or performance.

Absolute JOKE.

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Yup, I noticed this a couple months back when for some reason we had to go back to Nagrand. Plus the older green textures flicker if I look at them in a certain angle. Blizz really could skip one patch cycle to invest in optimising the game.

Check if you have Rendering Scale below 100%.

It may be a good idea to “reset” all your settings to the absolute lowest, restart the game, then set them back to the values you want (ie. note down what settings you have before you change them!) and restart the game again.

Maybe even clear your graphics card shader cache.

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YES this is it!!! Green textures even name plates that are green are especially broken on my end right now…

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You know what? I noticed this yesterday. Got my face right up to the screen thinking “Has it always been like that?”.

Everyone else seems to be derailing your post with other issues but, yes, since 11.2.7 I thought something had changed.

So, I fired up the Midnight Beta, exact same settings, to see if it was the same there. It wasn’t.

Here’s three image snips at the same location. I tried to get them exact but it was difficult. Beta 2 is closer to the angle of the Live one. Doesn’t really matter though, you can clearly see the difference.

Again, they are the exact same graphics settings. The snips are doubled in size to make things even more obvious.

Live: https://postimg.cc/Z9PxLhF8

Beta 1: https://postimg.cc/D8ghRWvm

Beta 2: https://postimg.cc/HcgBG9tG

You’re not going crazy OP.

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I noticed that even if i have multisample techniques 8x colour/ 8 x depth shown on the dropdown menu but somehow seems to be inactive for some reason. When i toggle it off and back on so i notice the jagged edges get smoother and GPU usage jumps as it normally has done. Try check if this is case for you too?

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Toggling AA off and on again does fix it but it stops working again when you relaunch the game.

Not noticed anything like this but I have noticed there is an increase in ground clutter.

Mmmm… no, actually. But I’m a Linux user, maybe that influences it?

As I software engineer I am off~…

Okay, you know what, I’ll answer you:

VSync is usually mislabelled double-buffering. It’s short for “synchronise to vertical blank”, which refers to making sure an image is fully rendered for when the screen gets ready to present it. Basically, when the computer draws pixels, it does so top to bottom, and when the screen gets an image, you want to make sure you finished drawing the frame and didn’t start writing the next frame in the data that the screen is getting. There are a few ways you can do this called present modes, and the one usually referred to here is to make two images, one you’re drawing to in the background and one the screen is displaying, and then you flip back and forth. This introduces latency and will lower FPS (FPS you don’t see, it must be said, because it got overwritten before you saw it), but it removes tearing.

If both images are fully ready, the GPU idles.

Triple Buffering is the same thing but with 3 images, so now you’re even more delayed but you have less idle time.

I do not recommend turning this on if you have a FreeSync display, since on these the GPU can tell the screen that the image is ready and then the screen can sync its vblank to the GPU. Very nice.

Anti-aliasing refers to a huge number of techniques. In rendering we draw pixels, and whenever you want to look at what a pixel hits, you basically look into the scene to see what is intersected. Whether you hit a particular object or not with this ray can be a really close call, and then some pixels hit it and get completely coloured by the object, while the one right next to it does not hit it and does not get coloured. This leads to things that are supposed to be nearly horizontal, for example, to have a vertical staircase effect.

MSAA, or Multi-Sample Anti-Aliasing refers to shooting multiple rays whenever you’re near such an edge, but sort of jiggling around the exact parameter of the ray and taking averages, smoothing away the issue. You only do this near actual edges, increasing performance, and you know this due to the vertex shaders.

FXAA uses that same vertex information and smears the pixels together near them. This is very easy and fast, but it also… well, smears the image.

TAA uses information from previous frames. Instead of shooting multiple rays in a single frame, you instead jiggle the ray your shot per pixel around and average over time, causing the jaggies to disappear, but it also causes blurriness when things move very fast.

If you have a very high resolution display, don’t bother or use 2x MSAA. If your computer is very slow and you’re using a low resolution screen, try TAA. I wouldn’t recommend FXAA at all. Alternatively, use FixelityFX SuperResolution because it actually achieves something near AA quality by doing a statics-based best guess approximation.

The more you know.

Vsync is good option for people like me who otherwise see objects on the screen split in two when watch something while strafe back and forth in front of it. Some immersion breaking trees out there when other half of the trunk is beside the other part

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Same thing being reported on US forums:

I’ve tried a fresh install and it still does it with freshly generated files and no addons.

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Yeah, that’s what I’m going to do. Normally I follow Quazii’s instructions on YT. I changed nothing on my settings but the graph quality is going down regardless…

This works but sadly every time you login you have to repeat it. Hope Blizzard is aware of this issue…

OMG I was going nuts! I even reinstalled older Nvidia drivers thinking this was the issue. My brain keeps focusing on those white jagged edges. Hopefully Blizz will fix this quickly.