The whole point of supersampling is to compute everything per sample, including textures, so this is expected.
For D3D9 it may be theoretically possible to disable sample interpolation for texture coordinates if the respective sampler uses nearest-neighbour filtering, but we don't have that info at shader compile time and rather difficult to achieve and will likely have undesired side effects too.
I don't understand, I used supersampling (either via Nvidia Profile Inspector or r.ScreenPercentage in Unreal Engine) in many other games, including other 2.5D titles with 2D sprites on 3D backgrounds like Melty Blood Type Lumina or Under Night In-Birth and the sprites/UI were untouched, actually this is the first time I see it affecting the 2D elements.
Here's an example of me forcing it in Melty Blood:
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=cb72aed8-21ac-11ed-b5bb-6595d9b17862
I used supersampling (either via Nvidia Profile Inspector or r.ScreenPercentage in Unreal Engine)
Let's start with Unreal Engine. It's a game engine so it has a lot more information about what each draw does. Because of that it can easily do super sampling only for the stuff where it's beneficial.
The Nvidia profile inspector likely has a way more sophisticated, hacky solution than DXVK. Those profiles behave differently for different games so it's both a ton of effort to build something like that and a giant mess.
We're not interested in making this any more complicated than it is right now. That should be left to mods.
The Nvidia profile inspector likely has a way more sophisticated, hacky solution than DXVK. Those profiles behave differently for different games so it's both a ton of effort to build something like that and a giant mess.
We're not interested in making this any more complicated than it is right now.
I understand what you're saying, though I wasn't using any specialized profile settings like antialiasing compatibility flags or anything. Melty Blood doesn't even have a dedicated profile. It's just a standard generic "override/enhance the application setting" and select what kind of AA you want, it's really no more complicated than adding a line to dxvk.conf:
https://i.ibb.co/JR5W5s7/Profile.png
To me, "compute everything per sample, including textures" is not a proper supersampling behavior, because it never works like that outside of DXVK. Whether I forced it via UE variable, used as a native in-game setting (some games let you do that), enabled it in the GPU panel, forced via Nvidia Inspector or used a tool like Gedosato it always left the 2D elements untouched.
It's fine if you can't (or don't want to) make DXVK follow the same behavior, I just wanted to make you aware of the issue, so feel free to close the thread.
Nothing extracted yet.
I wanted to use DXVK to force supersampling in Persona 4 Arena Ultimax. I set d3d9.forceSampleRateShading = True and that's the only setting I changed.
The supersampling works as expected by clearing aliasing from the 3D backgrounds:
Sadly it also blurs the 2D sprites, which as far as normal supersampling goes (like setting r.ScreenPercentage=200 in Unreal Engine games), shouldn't be affected (just like the UI):
Is there any setting I can use to keep the supersampled 3D background without touching sprites/UI?
Btw, I'm using DXVK 2.6 on Win11.