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Anonymous /v/713680586#713681553
6/26/2025, 8:09:29 AM
>>713680586
Multi-sampling AA is essentially optimized version of Super Sampling, focusing and rendering only on the edges of polygons at higher resolution. This keeps the image high, and eliminates staircase effects (jaggies) by adding sub-pixel data.
However, because MSAA only up-rezzes polygonal edges, it cannot do anything to the other, more modern artifacts, such as noise, shimmer and dithering seen in pixel shader textures and down-sampled special effects. MSAA also kinda breaks down if used within a Deferred Rendering engine, as the whole system around it runs all shading in a 1-pass pixel shader.

Enter post processing AA methods, that started with the "good ol" FXAA almost 20 years ago. These take the already rendered, often non-AA'd frame, and just like the Photoshop filters, apply various effects (practically blur) on top of the jaggies.
Post processing is very fast compared to up-rezzing and downscaling, but it is also essentially "smart guessing" where the problem areas are, and how to treat 'em. This is why they often cause noticable blur.

Out of all the PP-AA methods, the TAA is arguably the most notorious, for various reasons.
In short, as the name's "Temporal" part implies, the method reconstructs image using multiple passing frames, across time, taking samples of different pixels each every time. The result can be an borderline MSAA-like, but it affects the ENTIRE IMAGE at once. Depending on how the devs adjust the TAA's settings, it can also introduce other visual issues, ranging from visible "pixel crawling" effect near thin edges (result of the "wiggling" of the image it does to gather samples), to the extreme blur caused by "holding" past frames way too long, in places they do not belong.

TAA can be implemented well, but it requires some effort + other modern graphics tech to work good, such as motion vector and depth data.

>>713680970
>Just use FSR4 or DLSS4 for anti-aliasing and let TAA rot
ALL upscalers RELY on the TAA, little negro.