3 ms·
I've implemented temporal anti-aliasing, and done poorly it can leave ghosting artifacts, but done well it's like magic how much more detail you can get out of
by skohan 5y ago
I've implemented temporal anti-aliasing, and done poorly it can leave ghosting artifacts, but done well it's like magic how much more detail you can get out of a scene using this technique. There's a really excellent GDQ talk about this by the makers of Killzone: Shadow Fall, and it's like night and day how much they were able to improve volumetrics using temporal stabilization, and for their split-screen multiplayer they basically use it to upsample a half-resolution image with very good fidelity.
With AA it's a little easier, because you can just throw away accumulation data if the new pixel is too far away from the last frame's result, and you might get momentary aliasing but without ghosting. With RT it's a little harder, because that bounce lighting information actually needs a few frames to exist at all.