People say ENB is incompatible with in-game AA, but what about ReShade?
Can I use in-game and driver AA with ReShade?
People say ENB is incompatible with in-game AA, but what about ReShade?
Can I use in-game and driver AA with ReShade?
I actually use both at 1440 (one day, 4K all out!), and the only time 'crawlies' really become noticeable is with grass when frame rates start to tank- using MonsterWars and Warzones, grass overload (grass size=60- a tad more grass than the default). When the frame rates are closer to the 60fps mark, I don't really notice that much.
Speaking of Reshade, I think it's more a post-processing 'middle-man' like SweetFX, and isn't quite as 'forceful' (so to speak) as ENB. But... if you start using things like AdaptiveSharpen, Sharpen and another 'sharpen' that doesn't come to mind but highlights the bright parts, then you'll more than likely introduce crawlies in spite of AA.
Honestly, the best thing to do is play around with each and see what parts you like, and which ones don't and try and build around or work from there. There's just not really one blanket answer for everyone unfortunately since the game, enb, reshade and everything else efficiency wise depends on system throughput, bus and clock speeds, etc.,. which differs from person to person. It takes time to find out what works out best for your system.
[Quick Note] I'm currently testing the following Reshade shaders:
AdaptiveSharpen
Curves
Colorfullness
Vibrance
HDR (fake)
ReflectiveBumpmapping
Clarity
These together (at 'out of the box' values) show a .05 - .06 rendering overhead (depends on your system). Vibrance, Colorfulness and Curves help with URWLNV 2.0 and the general 'washed out' look NV tends to have.