Yes, lower resolution on a bigger screen = higher visibility of individual pixels.
Exactly what PPI or DPI is a parameter of.
So this is 108 PPI wich is pretty low…
Are you sure you’ve activated the new engine in the options?
I’m surprised that you can’t see any difference with the old engine on this “low” PPI screen.
yes,
But the problem lies more in the way the new engine manages the display at different PPIs.
It should be scaled in such a way as to obtain fine, precise rendering over a wide range of PPI.
As is done in most video games, for example.
Or at least there should be the option of adjusting the display resolution INSIDE sketchup.
I understand that a new engine creates new problems to deal with, but this is something that seems to me to be an obstacle to using the new engine.
The difference is such that I’m only using the old engine at the moment. That’s a bummer.
I dug into the 2 engines and they both operate with the exact same internal render resolution - the only difference I could find is that with the old openGL one you can go higher with the AA settings.
In the new DX12 one, there seems to be a something that A: Prevents it going higher via NVCP and B: there are no options inside of SketchUp to let it go higher.
Colin has said they are investigating B.
More AA would be better of course.
But this will not solve the bold lines at low PPI.
And the thicker the lines, the greater the AA should be to limit the staircase effect. (I guess)
Overall, having the impression of working with lines as thick as when you activate profiles with a value of 2 on the old engine is a real turn-off.
I’ve no idea and I don’t really care – SketchUp and Layout does the job I need it to do.
For me there is no significant perceptible difference between the new and old engines.
If I think about it too much, I would say – that on my system – the lines are a smidgen bolder.
So we’ve gone from “no difference at all” to “a bit thicker”. We’re making progress.
Now try it on 1920x1080 resolution (or less).
You’ll understand why some people are more concerned than others
No thanks – because personally and professionally 1920×1080 doesn’t cut the mustard.
ok…ok – that’s rather dismissive of people’s experiences of the new engine on lesser monitors.
I’m using a 16, a 23.5 and a 27 all 1080 x 1920
new engine on both mac and PC and it’s fine. I’m not seeing the horror you’re describing, although from the start, I’ve had a preference for the images you deemed horrible and found the ones you liked pretty meh so… I’m gonna say (again) it’s all matter of taste.
+1
when the other thread about thick lines was first published, I checked on my PC and no, I wouldn’t say bolder but blacker. but certainly not as thick as a a “profile 2” line. after 10 min on 24 I was already used to it and forgot how thick or thin 23’s lines were.
I have lesser monitors and I really enjoy the new engines. both versions. and as you say, it does the job better than it used to, and when I export images, they look as ok as they used to.
Clarifying Differences in Line Rendering Between OpenGL and DX12
I’d like to clarify some points regarding the visual differences in line rendering between the old OpenGL engine and the modern DX12 engine, especially focusing on anti-aliasing (AA) and driver settings.
Resolution and Line Drawing :
Both engines produce lines with the same resolution and thickness.
The provided screenshots are at 1080p with 2x zoom to illustrate differences before any anti-aliasing (AA) is applied.
Impact of Anti-Aliasing (AA) :
The differences in appearance are primarily due to the varying methods and amounts of AA applied by the graphics drivers and APIs.
AA can smooth out the jagged edges of lines, but different implementations can lead to different visual results.
Driver Settings and Gamma Correction :
On one of my setups, AA gamma correction is enabled by default in the Nvidia driver, which affects the OpenGL engine more noticeably.
With 8x MSAA (Multisample Anti-Aliasing) enabled, the lines appear lighter in the OpenGL engine due to this gamma correction.
Consistency Across Engines :
Disabling AA gamma correction in the Nvidia Control Panel (NVCP) can make the line appearance consistent across both OpenGL and DX12 engines.
Hardware and Driver Variability :
The impact of AA gamma correction is hardware-dependent; not all GPUs and drivers support this adjustment.
The differences can also vary for users with different hardware setups, such as Mac users or those using AMD hardware.
User Perception :
The differences may be non for many users due to these variations in hardware and driver capabilities.
Conclusion:
The visual differences in line rendering between the old OpenGL engine and the modern DX12 engine are influenced by the Nvidia driver’s handling of AA gamma correction. Disabling this feature can align the appearance of lines across both engines. However, since this setting is hardware-specific, not all users will experience the same results.
I hope this explanation helps clarify why some users might see differences while others do not.
For futher reading on Gamma corrected MSAA:
What’s Gamma Correct AA? - NVIDIA’s GeForce 8800 (G80): GPUs Re-architected for DirectX 10 (anandtech.com)
This explains a lot, as darker pixels will always look appear to be thicker lines when they’re already as thin as they can go.
I have an LG 32" QHD monitor (2560 X 1440) and I find the new graphics engine to have lots of jaggies as compared to the classic graphics engine.
I have 2 graphics cards and they both demonstrate the same jaggies
- UHD 770
- RTX 3060
Your screen is 92PPI wich is pretty low.
As I said before low PPI screens greatly enhance the staircase effect and the feeling of thick lines.
You’ve been saying the same thing since the beginning of this thread.
“it doesn’t bother me” “your problem is not a problem” “I love the new engine”
I think we all understand that.
The question is what are you doing on this thread since the problem doesn’t concern you?
The point here is to find out why the new engine doesn’t render exactly the same as the old one. Something you can also see.
It’s not a question of whether it bothers you or not.
It’s about understanding and possibly finding solutions for people who are bothered by it.
Elmtec-Adam seems to have identified the root of the problem. Without judging the validity of its expression.
Yes, but both engines shows bold lines without Gamma Correction.
I zoomed out to make the bold lines effect stronger.
Every screenshot is at the same zoom level.
Yes, my post said that.
The gamma correction setting makes the lines lighter - this only works on OPENGL based things.