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I'm still trying to figure out the best settings for these but so far I've found that it's possible to use a really low threshold for the depth buffer (both for depth edge detection and for predication) because the depth buffer is very clean so even using a very low threshold doesn't pick up a false edges.Ġ.01 works fine for me.
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Thus you can have SMAA antialiasing and keep the game text unprocessed. This uses only the depth buffer, which might miss some edges that only shows up in the color buffer, but on the other hand it also doesn't process the game UI because the UI is not something that the depth buffer is normally used for. #define SMAA_EDGE_DETECTION 3 enables this. Having two buffers to detect edges in is more accurate than just one and it catches more edges which leads to better antialiasing.Īnother thing that is possible is edge detection on the depth buffer alone. in our case we use the depth buffer - then it runs the normal edge detection. It's a Hybrid mode where SMAA first runs edge detection on a buffer useful for predication. Besides the more obvious stuff that Depth Buffer access enables, it also enables the ability to use SMAA Predication.