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Thread 713680586

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Anonymous No.713680586 >>713680662 >>713680970 >>713681553 >>713683023 >>713683113 >>713686020 >>713688601 >>713690921 >>713691853 >>713693291
Explain this.
Anonymous No.713680662
>>713680586 (OP)
>TAA go BLURRRRR XDDD
Anonymous No.713680970 >>713681553 >>713684817 >>713686034
>>713680586 (OP)
Who cares. Just use FSR4 or DLSS4 for anti-aliasing and let TAA rot in the trash bin of vidya history.
Anonymous No.713681031
>TAA, always off
Anonymous No.713681553 >>713682191 >>713682568
>>713680586 (OP)
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.
Anonymous No.713682030 >>713682191
Anonymous No.713682191 >>713682568
>>713681553
Here's the other TAA artifact type, the pixel crawl.
You can see this in games like Elden Ring and even the Spider Man titles.
It's arguably better than the borderline motion-blur tier ghosting (see >>713682030), but both undeniably result a far less "stable" and unpleasant image than what we had 15 years ago.
Anonymous No.713682568 >>713683774
>>713681553
>>713682191
Thank you ChatGPT that was a pretty good post 2bh
Hail to our AI Overlords
Anonymous No.713683023 >>713683167
>>713680586 (OP)
Taa needs a sharpness filter alongside it to look good
Luckily most games have a sharpness slider
Anonymous No.713683113 >>713683774 >>713683795 >>713693019
>>713680586 (OP)
This is Call of Duty with TAA and I really don't see the issue
Anonymous No.713683167 >>713683307
>>713683023
Not every sharpening filter is the same.

Every game should support CAS out of box. Right now my favourite part of my 9070 XT is Radeon Image Sharpening 2. It just works.
Anonymous No.713683231
just installed unreal editor today. kek you can't even read the sample content project while walking
I turned off motion blur but it still looks so bad. unreal engine 4 looked better
Anonymous No.713683265
I wouldn't know, I just play 8k on a 1080p monitor
Anonymous No.713683307 >>713683456
>>713683167
Both Nvidia and AMD have driver level sharpening, if anything it sounds like AMD was late to the party
Anonymous No.713683456 >>713683684
>>713683307
>if anything it sounds like AMD was late to the party
nigga what?

AMD was the first to introduce CAS/RSR into drivers.

Nvidia was the one that had to catch up and Nvidia Image Sharpening is genuinely inferior to CAS.
I had to constantly use reshade to force CAS in games on my 2070S, because NIS sucks.

RSR2 is a new version of AMD's sharpening that works on literally everything, no matter the API, directly on the output. Not even anti-cheat will prevent it from working, while NIS can be disabled on the driver level by the game, if the devs decided they don't people to use sharpening.
Anonymous No.713683684 >>713683732
>>713683456
>while NIS can be disabled on the driver level by the game, if the devs decided they don't people to use sharpening
never heard of this happening but ok
Anonymous No.713683732
>>713683684
I remember this happening with Tarkov.
Anonymous No.713683774 >>713684414 >>713693341
>>713682568
It might come as a shocker to the iPhone era toddlers, who cannot type on a keyboard, but I wrote all that by myself.
This is the sort of stuff I started studying almost 20 years ago.

>>713683113
That's because you are indeed doing what EVERY corporate shill does to justify TAA or the upscalers (that indeed utilize TAA to "fix" the noisy upscaled image):

You use a STILL IMAGE to promote the effect.
The other similar trick is to use slow movements, often outright pure slowmotion in the trailers, to mask the ghosting and shimmering.

In-game, the difference is huge. And to make things worse, if you play at modest 1080p and 60fps, or lower, TAA's issues only get WORSE. So it's an AA method that's doing the OPPOSITE of what AA is supposed to do : fake a higher res image at lower quality.
To make things even worse, studios like EPIC are also pushing TAA as the "fix-all" solution for other cancerous development practices, such as the down-sampled, dithered shading, fake transparency, and other flaws that could easily be avoided and worked around.

The best way to de-tox yourself of the modern AAA industry's visual cancers is to go back and play some ~20 years old PC games, that do not have any sort of temporal effects, and can be played at max quality, proper AA, at as high res as you want. The stability and sharpness is outright staggering.
Anonymous No.713683795 >>713683884
>>713683113
Compared to MW2019 it looks blurry as fuck.

Idk what they did to make it look so good back then.
Anonymous No.713683884 >>713684031 >>713684223
>>713683795
I always found MW19 blurry with SMAA2xT and had to use sharpening, while non temporal SMAA suffered from visible dithering.
Anonymous No.713684031 >>713684096
>>713683884
>I always found MW19 blurry with SMAA2xT
Well duh, that "T" in the name LITERALLY means "Temporal".
So it's SMAA 2x + TAA.

HZD and RE7 used something similar with their TAA+FXAA combo, which they used to nuke any noise and jaggies in their (ultimately very low rez), foliage and other noise containing images .
Anonymous No.713684096
>>713684031
>Well duh, that "T" in the name LITERALLY means "Temporal".
I mean that's what I implied by saying "while non temporal SMAA" after mentioning SMAA2xT earlier
Anonymous No.713684223
>>713683884
>SMAA2xT
Oh yes, sorry, I now remembered that I was using SMAA x2 with CAS
Anonymous No.713684414
>>713683774
I wont fund you next lip injection...
Anonymous No.713684817 >>713689720
>>713680970
This
>4k oled
>DLSS on
>just works
Thanks Jensen
Anonymous No.713686020
>>713680586 (OP)
brown
Anonymous No.713686034 >>713694348
>>713680970
Those use TAA and look like shit in motion anon, even worse if they got the frame generation bullshit.
>perfectly good AA before with fxaa and smaa
>what if we create a method that gives a worse picture in every single case, force it on some games with no way to deactivate it, makes every single game look like shit, all so that poor fags that couldn't handle smaa get +2 frames? And then nshidia creates a dev clutch meme technology that we can bundle in and force our unoptimized piece of shit to run at a playable fps? Fuck that
Anonymous No.713688601
>>713680586 (OP)
>Explain this.
Using still screenshots to compare the merits of antialiasing methods is peak dishonesty.
Anonymous No.713689720
>>713684817
t. jeet
Anonymous No.713690921
>>713680586 (OP)
Most of aliasing now is motion aliasing. MSAA can't fix motion aliasing anymore. TAA looks softer but much stabler and immersive. MSAA is nice and sharp but flickers and shimmers not to mention your frames tank.
Anonymous No.713691853 >>713692151
>>713680586 (OP)
Left picture is from remastered, right picture is original. Neither have anything to do with anti aliasing.

MSAA is costly and has virtually no visual improvement aside from some distant lines not breaking. It is useless. If enforced games would have much worse graphics, as like resolution, it would divert performance from graphics to waste.

TAA is cheap super sampling and anti shimmering. It is one of the best things to happen to graphics. Image quality with it is cinematic. It also means less texture filtering, mipmapping, and transparency is needed. Saving on ram and processing. It unfortunately dulls colours, but it's worth it.

"MSAA is good, TAA is bad" is spam. Spam degrades boards. Don't spread stupid statements, the satisfaction at superiority, called pride, is not a credit to you. It is potentially a finalisation of you as invalid.
Anonymous No.713692151
>>713691853
>it dulls colors
Why would it dull colors? I think it only blurs some details and creates temporal artifacts. But why would it dull colors?
Anonymous No.713692637 >>713692708 >>713694689
All upscaling and AA is trash. Can only degrade original quality. Impossible to add. Trash tech!
Anonymous No.713692708
>>713692637
>All upscaling and AA is trash. Can only degrade original quality.
Do you believe raw raster rendering is "original quality" of a game, its raw simulation?
Anonymous No.713693019
>>713683113
TAA goes blurry when you move, that's why it's so insidious. Retards look at a still screenshot and think it's fine
BREAKING NEWS No.713693291
>>713680586 (OP)
Let's see DLSS.
Anonymous No.713693341
>>713683774
Just to add, I tend to notice TAA smearing more obviously when I'm the one controlling the game compared to watching gameplay videos. The hand-eye coordinated movement seem to play a role in my opinion.
Anonymous No.713694348
>>713686034
>Those use TAA and look like shit in motion
They look noticeably better than TAA in motion.
Anonymous No.713694689
>>713692637
okay mr trump