>>718460350
>>718461535
>>718461623
this has nothing to do with taa. one of the main reasons taa even exists is to combat the actual reason hair looks like this; deferred rendering cannot do transparency. transparency has always been a problem with the depth buffer. ever see hair in old games looking nice and crisp, but then you go against a window and suddenly the hair doesn't get affected by the window color at all, and looks like it's actually floating over the window? that's because they simply skipped sorting and just displayed the hair and called it a day. today, hair can blend much better, which is good. only, transparency requires textured to be masked instead of translucent, and masking using 1bit opacity maps, which is terrible. dithering and taa is used to hide this as much as possible, without dithering and taa, it looks 10 times worse. deferred rending has too many positives to be dropped, so enjoy bad hair for a long time. deferred rendering has existed since 1988.