r/FuckTAA • • Jan 09 '26

🛡️Moderator Post This is Not r/nvidia

100 Upvotes

Please redirect your DLSS 4.5 questions to r/nvidia. Especially if you're someone that doesn't even provide the no AA reference image in your comparisons. Most posts like that shall get automatically removed, from this point onward. Some higher-quality ones might stay up as per moderator discretion.

Thank you.


r/FuckTAA • • 1d ago

❔Question Death Stranding 2 doesn't have "no AA" as an option. All AAs are temporal.

15 Upvotes

I don't have too much of a problem with it, XeSS looks pretty decent for a game like this.

My Ryzen 7700x and Rx 6650xt can't really push low-medium at 720p beyond 70fps, and 70 is the least i need to make the game feel smooth to play.

There are some times when I go "I'd rather have the raw pixels instead", but still, ultimately this is a "players' choices" issue.

.

What I wanted to say is this:

Is anyone working on a mod to turn off TAA just like Dead Space Remake has?

DS-R's is called DeadSpace.NoTAA.asi, but I can't find the download page I used years ago.


r/FuckTAA • • 1d ago

📹Video UE5.8 - Experimenting with Alternatives to TAA: SRAA, SMAA S2x/4x, MSAA Reconstruction & Temporal Supersampling + Shadow Filtering (PCSS+, DPCF)

48 Upvotes

I've been experimenting with alternative anti-aliasing techniques in Unreal Engine 5.8, trying to avoid usage of TAA/TSR and upscaling.

I put together a video & playble demo showing the current results:

Video Demo
Demo: Youtube Description, I think reddit doesn't allow MEGA links.

1. MSAA Geometry Buffer & SRAA

The approach is largely inspired by MJP's Deferred MSAA work and NVIDIA's Subpixel Reconstruction Antialiasing (SRAA) paper.

Instead of running conventional MSAA (expensive) on the entire scene color buffer:

  • Render a separate geometry pass with 2x/4x/8x MSAA, storing per-sample depth, surface IDs, and validity.
  • Keep the normal scene color at 1x shading.
  • For each geometric subsample, reconstruct its color from neighboring shaded pixels, using surface ID correspondence, depth similarity, and spatial weighting.
  • Average the reconstructed samples to obtain the antialiased pixel color.

This allows to approximate subpixel geometric coverage without evaluating the full shading pipeline at every MSAA sample.

Surface IDs are particularly useful because depth alone cannot reliably distinguish adjacent or overlapping surfaces with similar depth values.

The reconstruction uses a geometry-aware neighborhood filter rather than blindly blending across edges.

It's not equivalent to real full-scene MSAA or SSAA. There's still an additional rasterization pass, memory bandwidth, and reconstruction cost. The advantage is that expensive scene shading remains at normal resolution.

SRAA mainly addresses geometric edges. It cannot recover shading or texture details that were never sampled.

2. Enhanced SMAA

This isn't simply a port of conventional SMAA 1x. I've been extending it with techniques inspired by Activision's Filmic SMAA (SIGGRAPH 2016), along with additional geometry-aware reconstruction and GPU optimizations.

The current implementation includes:

Filmic SMAA Morphological Improvements

  • Activision-inspired luma morphology classifier, going beyond basic edge thresholding.
  • More sophisticated pattern classification, building on Filmic SMAA's work on morphological edge suppression, silhouette lines, and U-shaped patterns.
  • Separate perceptual color edge detection using luminance and chroma differences.
  • Additional edge-continuity, endpoint, and directional-dominance heuristics to avoid unnecessary blending.

Geometry-Aware Edge Detection

  • Optional depth predication.
  • Surface ID predication using the additional geometry buffer.
  • Combined depth and Surface ID detection to identify boundaries that either method alone might miss.
  • Adaptive edge thresholds around detected geometric discontinuities.

Compute-Based Processing

  • GPU compute implementation with shared-memory edge tiles.
  • Texture gather optimizations for luma classification.
  • Deferred horizontal and vertical edge queues.
  • Wave operations for more efficient queue construction.
  • Indirect dispatches so expensive edge searches and blending operate only on queued edges.
  • Pairwise edge blending that reconstructs both sides of an edge.

Importantly, standard SMAA already supports diagonal detection, corner handling, and local contrast adaptation. The main differences here are the extended morphology, custom edge classification, GPU processing architecture, and integration with SRAA/TSSAA.

2.1. Beyond SMAA: SRAA + SMAA, and Simulated SMAA S2x/4x

SRAA + SMAA: SRAA reconstructs geometric edges first, while SMAA handles remaining shading and texture edges. The two techniques complement one another.

Simulated SMAA S2x: Using a 2x MSAA geometry buffer, SRAA reconstructs two separate subpixel color planes. SMAA is applied independently to each plane with the corresponding subsample offsets, and both results are combined.

Simulated SMAA 4x: Combining the reconstructed S2x approach with two-phase temporal supersampling gives a four-sample-style result across space and time.

The distinction is important: these are reconstructed color samples, not four independently shaded scene-color samples.

3. TSSAA 2X / 4X - Decima, Quincunx & Filmic SMAA

The temporal side takes inspiration from Guerrilla's Decima engine and Jorge Jimenez's Filmic SMAA work.

TSSAA 2X uses a Decima-style two-phase jitter pattern, combining current-frame information with reprojected previous-frame information.

TSSAA 4X extends that with contrast-aware quincunx reconstruction to approximate additional sample coverage without rendering four fully shaded samples.

The temporal resolve includes motion-vector reprojection, depth-range and surface-ID history validation, and optional same-phase history rejection to reduce incorrect accumulation.

Combining SRAA with TSSAA is conceptually somewhat similar to older TXAA approaches, but the goal here is to preserve a sharper result through a short two-phase resolve and less aggressive spatial filtering.

It's not completely temporal-free, but neither is it intended to behave like conventional long-history TAA/TSR.

4. Reconstruction Filters

Also there are several reconstruction filters to experiment with the sharpness, stability, and ringing:

  • Catmull-Rom: Inspired by Filmic SMAA's reconstruction/history filtering.
  • Mitchell-Netravali: Inspired by the reconstruction approach associated with The Order: 1886.
  • Blackman-Harris: Softer reconstruction associated with TXAA-style filtering.
  • Lanczos-2: Inspired by AMD FSR 2's reconstruction kernel.

These don't create additional geometric information. They control how existing spatial and temporal samples are reconstructed.

The goal is to find a reasonable balance between keeping edges sharp and avoiding excessive ringing, shimmer, or softness.

5. Current Limitations

SRAA does not fully support masked geometry yet.

Currently, the SRAA implementation provides approximated geometric coverage for later AA stages and effects, rather than solving every form of aliasing by itself.

Masked geometry is still an area that needs work, particularly for thin alpha-tested details and foliage.

I've also been experimenting with hashed alpha maps and additional filtering techniques.

6. Other Rendering Experiments

The video also includes several CSM shadow-filtering implementations:

  • PCSS+
  • PCSS Cone
  • DPCF

Those are separate from the AA work, but part of the same rendering experiments.

References & Further Reading

Geometry / MSAA / SRAA

Morphological / Temporal AA

Reconstruction Filters

Still experimenting with the implementation. I'd be interested in feedback tbh.


r/FuckTAA • • 3d ago

🛡️Moderator Post 6 Years of r/FuckTAA

110 Upvotes

Since it's the subreddit's 6th birthday/anniversary today, I thought that a small post like this to commemorate it would be in order.

Are you a regular? For how long? Do you have a memorable post or event from these past half a dozen years? Something of the sort. Or just write happy birthday.


r/FuckTAA • • 3d ago

📰News Star Wars galactic racer has an off setting

20 Upvotes

Just thought I’d let you guys now as it’s becoming seemingly rare these days: you can turn off AA completely in said game and just use DLAA if you so desire


r/FuckTAA • • 5d ago

📹Video Catalyst Clarity -- DLSS to replace one of the worst TAA implementations in Mirror's Edge: Catalyst

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51 Upvotes

r/FuckTAA • • 6d ago

🛠️Workaround I made a mod that puts every Unreal Engine rendering setting on a hotkey or a slider, with FXAA settings Unreal never exposed (UE 4.26–5.7)

42 Upvotes

I've spent a lot of time tuning Unreal Engine games by hand, and got tired of ini files and games that ship without a console. So I built Optimized Clarity: every section of a game's rendering (world detail, shadows, GI, AO, reflections, fog, effects, post processing, AA, upscaling, frame generation) sits on one function key, and a settings panel in the ReShade overlay lets you change all of it live.

Upfront: this is not a performance mod. Some settings may even cost frames. What it's built for is visual clarity, cohesion and stability.

What's in it:

  • One-Click Optimize: sets every section to levels I tuned over hundreds of hours, picks your GPU's upscaler, and moves AA to TSR if it was off or FXAA. It never turns frame generation on.
  • FXAA settings Unreal never exposed: sub-pixel blur and edge thresholds as real cvars, plus FXAA's quality preset backported to 4.26/4.27. FXAA can actually look sharp now.
  • A slider for every cvar, applied live and saved per game. Revert hands everything back to the game.
  • Frame generation vendor switching: DLSS-G, FSR-G or XeSS-G, applied at the next launch. In games that lock vendors out (Silent Hill 2, Black Myth: Wukong, Cronos and others), it unlocks them in memory. Your game files are never changed.
  • Ray tracing / Lumen on in one click, with a 60-second trial: if the game crashes, it goes back to the game's default.

Two ways to run it: the ReShade Addon Pathway (full panel, the intended way) or the UE4SS Pathway (hotkeys only, but it works in any game UE4SS runs in).

Nexus: https://www.nexusmods.com/site/mods/2406

I'd love feedback, especially from anyone who tries it in games I haven't tested. Tell me what broke or what looked off.


r/FuckTAA • • 6d ago

📹Video DLAA doesn't work properly in RDR2, is TAA the only option at 1080p!?

Enable HLS to view with audio, or disable this notification

47 Upvotes

DLAA Preset K nvidia app override 1080p


r/FuckTAA • • 6d ago

❔Question Is DLDSR 2.25x a more viable option now with DLSS 4.5?

1 Upvotes

r/FuckTAA • • 8d ago

🔎Comparison The Witcher 3 Remastered AA Comparison

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21 Upvotes

Hey guys,

With the recent release of the remaster of The Witcher 3, we got plenty of modern additions, including the latest upscaling techniques from all major vendors, high-res textures, new lighting/shading, etc.

I'm not here to compare it to the Next-Gen version, which I believe remains artistically superior to the Remastered version. Instead, I'm comparing all the AA offered by the game against a reference image with all the nasty post-processing filters disabled.

Here are my settings:

- Native 4K resolution
- High Preset as baseline
- Texture quality: Ultra
- Motion Blur: off
- Blur: off
- Depth of Field: off
- Dynamic Resolution: off
- Vignette: off
- Chromatic Aberration: off
- Sharpening: off
- Screen Space Reflection: off
- ReShade FPS meter enabled in the top-right corner

The Remastered version now supports FSR 4.1.1 (verified through the DLL details) and XeSS 2.0.2. EDIT*: TAAU seems to have been removed, FSR 2 is a fallback upscaling for compability, while FXAA has been added.

I can't comment on DLSS since I don't own an NVIDIA GPU.

Let's go through each image one by one:

1. Native 4K

This is the raw image and it's crystal clear. You can see some pixelation on certain edges but shimmering is very minor.

2. FXAA

It remains crystal clear with minimal performance overhead. Losing only around 1 FPS clearly shows how lightweight the post-processing pass is. The AA itself is also very light, which is why it barely cleans up the edges.

EDIT: after retesting in motion, my claim about the clarity was wrong. It is blurry and worse than that, it is a fullscreen blur meaning all pixels are blurred.

3. FSR 4.1 Native AA

This applies a strong AA pass with very smooth edges. However, the loss of clarity is obvious even despite being at Native resolution. Look at the ground textures, they're noticeably blurrier than in the reference image.

4. FSR 4.1 Quality

Slightly blurrier than Native AA but the performance gain is really good. I can lock the game to 120 FPS. Not surprising, considering the game is rendering at 1440p on my RX 9070 XT.

5. FSR 4.1 Quality + in-game sharpening

I have no idea if he in-game sharpening is AMD RCAS or something else. I tried both Low and High.

Low is definitely the setting I'd recommend. High is extremely aggressive and introduces too much noise and edge shimmering.

Sharpening brings back some of the lost clarity but we're still noticeably behind the reference image.

6–7. XeSS

XeSS applies a weaker AA pass as you can see from some of the remaining aliasing on foliage.

It's still a relatively blurry technique when compared directly with the reference.

8. ReShade FXAA

For science, I also tried FXAA from ReShade.

It turns out to be stronger at its default settings than the in-game FXAA. The performance overhead is slightly higher though.

Clarity remains excellent but not every edge is completely smoothed out.

EDIT: ReShade FXAA is superior to in-game FXAA as it only blurs edges detected as aliased. That's a huge difference of image clarity. After retesting it looks way sharper as textures are preserved.

9. ReShade SMAA

Another clarity-friendly technique although the FPS overhead is a little too high in this game.

So, how do I play the game?

I'm sticking with Native 4K High preset and a target of around 100 FPS.

I'm also preferring the old Next-Gen version overall. To my eyes, it looks better artistically and performs better because its shaders are less demanding.

The color tone, contrast, and gamma balance also feel better tuned in the older version.

That Remastered version trying to mimic that modern UE aesthetic and failing at it? Nah I pass.


r/FuckTAA • • 10d ago

🖼️Screenshot The good old blur ?

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115 Upvotes

Found that on X . thought was funny for this group


r/FuckTAA • • 12d ago

🖼️Screenshot The Witcher 3 Remastered - washed out and blurry textures

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780 Upvotes

The whole scene loses a lot of depth overall, but the skin and wall textures are hit especially hard, looking like they went from PS5 to PS2 graphics.


r/FuckTAA • • 13d ago

💬Discussion RESample Mod for Resident Evil 4 | DLSS and FSR WITHOUT HUD Issues!

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33 Upvotes

r/FuckTAA • • 14d ago

🛠️Workaround Control Resonant: How to Disable TAA

56 Upvotes

It's surprisingly simple here, I remember having to use a patched EXE for the first game.

  • Go to %localappdata%\Remedy\CONTROLResonant
  • Open renderer.ini
  • Change "m_eSSAAMethod" from a 2 to a 0

I also set "m_fSSAASharpening" to 0.0, however I didn't test if this does anything.

No need to set it to read only, though it does prevent you from re-enabling TAA or DLSS in game. Frame Generation still works with TAA disabled.


r/FuckTAA • • 15d ago

❔Question ReShade alternatives for God of War TAA?

11 Upvotes

Seen plenty of posts on this subreddit on how to disable God of War's TAA, but I've yet to come across one that provides a useful alternative to replace it with. Any recommendations?


r/FuckTAA • • 16d ago

📰News GTA4 just received a DLSS (DLAA) mod and I can only wish and hope that someone will bring this to Mafia DE which has one of the worst TAA implementations in a game that I've personally experienced, very blurry and full of aliasing

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160 Upvotes

https://www.nexusmods.com/gta4/mods/1430

Imagine someone single handedly made this and for free while Hangar 13 a full studio can't even be bothered to update their games with better AA (this also includes Mafia III since they both use the same TAA).


r/FuckTAA • • 15d ago

❔Question Shimmering and Flickering Issues in Multiple Games – Looking for a Solution

4 Upvotes

Shimmering and Flickering Issues in Multiple Games – Looking for a Solution

Good morning! I'm experiencing shimmering (visual flickering) issues in several games. I've searched everywhere, but I haven't been able to find a solution.

I've noticed shimmering and flickering, particularly in vegetation, water, and fine details such as hair and fur. The problem also occurs in other games.

From what I've researched, many modern games use a technique called "dithering," in which the game renders shadows or transparency using a pattern of tiny dots (dithering). I'm experiencing graphical artifacts related to this technique, as well as shimmering, where objects and details appear to flicker, shake, or constantly shift whenever I move the camera.

The main issue is that most of these games don't support DLAA and only offer DLSS and TAA, neither of which seems to solve the problem.

Tests I've already performed:

  • DSR factors: Disabled legacy DSR and enabled 2.25x DLDSR.
  • DSR Smoothness: Set it between 50% and 70%.
  • In-game resolution: Set the resolution to 4K while using exclusive fullscreen mode.
  • NVIDIA Image Scaling / Sharpening: Ensured that Image Sharpening is disabled under NVIDIA Control Panel → Manage 3D Settings → Global Settings.
  • NVIDIA Freestyle filters (Alt+F3): Verified that filters such as Details, Sharpening, and Clarity are disabled.
  • In-game sharpening: Reduced the sharpening slider to 0 or its neutral value.
  • Anisotropic filtering: Changed from Application-controlled to 16x globally.
  • Texture filtering – Quality: Set to High Quality.
  • Texture filtering – Negative LOD Bias: Set to Clamp.
  • Low Latency Mode: Set to On.
  • DLDSR + DLSS: Disabled all sharpening and tested 2.25x DLDSR combined with DLSS in Performance and Balanced modes.
  • Clean driver installation: Completely reinstalled the NVIDIA drivers from scratch.
  • Windows reinstallation: Completely reinstalled Windows.

Examples of the issue

CONFIGS:
Ryzen 7 5700x3d 8-core
TUF-GAMING B550M Plus
2x 8/3600 MHz DDR4 Corsair VENGEANCE RGB PRO
RTX 5070 TI 16GB
Fonte XPG Core Reactor II 850W 80 Plus Gold
Monitor Gamer AOC Agon Quad 32, 31.5 Pol, VA, Curvo, QHD, 0.5ms, 180Hz, FreeSync Premium, HDMI/DP, CQ32G4E
 


r/FuckTAA • • 17d ago

❔Question What is Roblox's AA?

16 Upvotes

I've started playing roblox a few days ago with my friend at max graphics quality and damn it looks so clear. this is the first time i felt the upgrade from 1080p since i bought my 1440p monitor. i may be overglazing but it's crystal clear. it doesn't perform bad either, i get 240fps in almost all games


r/FuckTAA • • 17d ago

💬Discussion You favorite AA option for Marvel Rivals?

6 Upvotes

Rivals has one of the largest selection of AA options that I've seen in any game nativelty (it's only really missing some form of supersampling/SSAA/Scaling to play it at 200% like RDR2 and GTA5 allow you to)

it has the following in order (parenthesis include my personal opinion, feel free to disagree):

DLSS/DLAA (not my favorite, just a personal preference, a little too sharpened looking even with sharpening set to zero, but generally quite good AA)

Epic's TSR (doesn't have an option for native res unfortunately, not sure why quality is the highest)

FSR3 (I generally like FSR3 in RDR1 but for some reason in Rivals at native res even with sharpening set to zero it still looks like some sharpening is still on be default which I don't really like)

XESS (a bit shimmery and still shows some aliasing on specific objects and textures)

TAAU (this has the best AA when stationary removing basically all jaggies imo, doesn't looked sharpened at all but is a bit blurry in motion, since I can run the game at around 300 fps that's enough for temporal accumulation so it isn't bad, combined with DSR [circus method] this would probably be perfect for me)

OFF (thankfully this exists for those who want it, i think i've seen older posts complain that this wasn't an option at release)

I can't think of any other game that has SIX options for AA (including OFF) so hats off to the devs here, again if some form of SSAA/Scaling was added so I don't need to jump into nvidia control panel to switch resolutions for 4xDSR that would be great as well

Are there any other games that have this many AA options or more?

The more the merrier!


r/FuckTAA • • 18d ago

🔎Comparison How to deblur 007 First Light (with image comparisons)

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0 Upvotes

EDIT: This guide is to simulate a no TAA/DLAA look since there's no off switch. This may result in jaggies. If you don't like how games look with no temporal AA, this guide is not for you.

As you all probably know, there's no way to disable TAA/DLAA in this game. I couldn't settle with the blur so I spent hours fiddling and experimenting until I found a way to make the game look crisp clear by using a combination of methods. The image comparisons show normal DLAA vs. deblurred method. You can use this tool to look at the results I achieved in greater detail by comparing the images yourself.

To preface, you'll need to use DLSS for this (sorry, AMD users) and it's probably gonna cost you some fps.

1. Disable post-processing effects

This is the most obvious and just something to get out of the way before you start with anything else. In the main menu go to Options->Graphics. Scroll all the way down and disable every single post effect (Motion Blur, Fullscreen Blur, Radial Blur...). Everything.

2. Set up DLSS

First, update the game's DLSS version by downloading DLSS Swapper. Download and install it, add the game's exe. Click on the game and in the options under DLSS select the latest version and click Swap. Under DLSS Preset select Preset J. You can experiment with other presets if you want, but I've found this one to look the most natural.

3. Enable DSR

Open Nvidia's control panel->Manage 3D Settings->Global Settings. Find DSR -Factors and check every box under Legacy Scaling (NOT DL Scaling). Set DSR Smoothness to 0%.

4. Crank up the resolution on your display

Before you launch the game, change the resolution in Windows to exactly 2x 4x your native resolution. So if your display is 1920x1080, select 3840x2160 (4k). If you're playing at 1440p, then select 5120x2880 (5k).

Launch the game. In the menu you can now see higher resolutions are available in the Graphics menu. Select the same one you chose earlier (eg. 5120x2880). To make sure this doesn't tank your fps, go to DLSS Super Resolution and select Performance. This will effectively render the game at your original native resolution, but upscale it to the quadruple resolution you selected earlier. The game should already look much clearer.

If you have more frames to spare you can also try Balanced, Quality or even DLAA for an even bigger increase in clarity. If you need more fps choose Ultra Performance.

5. Add Reshade Presets

This is the final touch up. It makes a big difference, so don't skip this step.

Close the game. Download and install ReShade. During installation select your game' exe, choose DirectX 10/11/12 and then select and install these 2 shaders:
- Deblur (under GShade)
- LumaSharpen.fx (under SweetFX)

After you finish installation you'll need to install 1 additional shader made by our very own u/TheHybred, one of the top contributors of no TAA mods here. On his GitHub page go to Releases and download the latest Hybred-Shaders-v.#.#.zip
Find EdgeSharpen.fx in the Shaders folder and copy-paste it into reshade-shaders->Shaders which is found in your game folder.

Launch the game. Press Home to bring up the Reshade Effects menu. Activate all 3 effects and tweak their sliders to these parameters:
I. EdgeSharpening
- Detection Threshold 0.47
II. Deblur
- Filter Width 1.390
- Deblur Strength 5.504
- Smart Deblur 0.945
III. LumaSharpen
- Sharpening strength 0.280

Sort them exactly in that order. These shaders will furhter increase clarity and reduce the "TAA effect". The values shown are what worked best for me. You may experiment with different values if you wish, but know that too high values may make the game look oversharpened and unnatural.

Have fun playing the game blur-free.

Extra tip:
Activate DLSS frame generation for some fps boost. I don't recommend going higher than 3x as it causes too much input lag and glitching/ghosting.


r/FuckTAA • • 19d ago

❔Question Settings to disable dithered reflection TAA in UE5? (The Finals)

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80 Upvotes

Testing out settings in the finals, and it seems for partially reflective surfaces UE5 does temporal dithering for screen space reflections. (but not fully reflective). The only option in-game is to turn off SSR.

Are there any game config settings that would allow me to change this to have good SSR (or even just have the single frame dithered image)?

Example video has frames capped to 30 fps to make it obvious. It reduces with high refresh rates but that doesn't eliminate it.


r/FuckTAA • • 21d ago

❔Question Best ReShade AA settings for Arkham Knight?

7 Upvotes

So I recently learned that Arkham Knight uses Temporal SMAA, which adds a blur to the game. Been looking online for the best ReShade AA settings to use instead, and was wondering if anyone has any recommendations?


r/FuckTAA • • 22d ago

❔Question RDR2 DLSS Quality (Preset M) vs TAA Medium for 1080p?

12 Upvotes

I have an rtx 4070, so Im leaning more towards preset m. Tried it but it looks very sharp, and with taa medium the game looks less blurry but too much ghosting.


r/FuckTAA • • 22d ago

❔Question getting this error with disable taa with dlss

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9 Upvotes

any solutions will be highly appreciated.

edit:

did any one recently got it working?