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Aven Colony

Aven Colony is a sci-fi colony-building sim - create humanity's first settlement on an extrasolar world! · By mothership, Mothership Entertainment, ellie_team17


A topic by donnerhans created Mar 28, 2017 Views: 463 Replies: 3
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Hey, great progress since I last played in december, this game has really come far!

Theres just one thing that really hits me: the anti-aliasing.

Every option seems to be some kind of fxaa, with no real multisampling, which leads to a really blurry and "uncrisp" image quality. So I tried to use oversampling/VSR, but the game did not change above resolutions than the monitor supports (1080p), choosing a higher res was not applied.

So last thing i tried was to force multisampling through the driver (was suprised that the crimson software automatically detected the game and created a profile), but still no effect.

So my request/suggestion: please add a better AA solution to the final game, I would really appreciate that ! :)

Don't know if it helps, but heres my dxdiag:

(ps.: an option to choose the refresh rate for the monitor would be great ;) )


Heya donnerhans - Try setting the "Post-Processing" option in the Graphics options to "Low." Does that fix it?

I suspect what you're looking at is not antialiasing but the distance blur, and turning off the post-processing is the best way to eliminate that.

Hey, thanks for your reply! :)

It does not seem to be related to the post processing, and most players wont even notice - it looks as if the anti-aliasing is "smoothing out" some of the details out of the geometry/foliage. It's something i've noticed in many unreal 4 games (Paragon, PUBG) and can be solved by oversampling.!ApNPWeCf8vP6jfNMZ8Gaa1JAQvpVmA

I've taken some screenshots for comparison: One is full AA with no post and second one is no AA with full post - especially look at the "cables" between the building and the foliage in the background.

By no way this is a dealbreaker - it's just a minor annoyance ;)


Fascinating -- yes, I believe that's the temporal AA in UE4. I'll kick this around our engineering team and see what can be done.