3 ms·
I really dislike TAA, especially on lower framerates. There's too much ghosting. I often switch it to a slower algorithm just so I don't get ghosting.
by art0rz 2y ago
I really dislike TAA, especially on lower framerates. There's too much ghosting. I often switch it to a slower algorithm just so I don't get ghosting.
- kridsdale1 2y agoIt’s very strange. I had a vivid dream, only about 5 hours ago, where I was debating the drawbacks of TAA with some scientists in a lab (likely because Half Life has been in the news this week). I think I dream about rendering algorithms once every several years. And now today there’s this post and your comment here in the front page.
- Nevermark 2y agoAs randomly connected graphs fill in, they quickly must produce patterns. The patterns are non-random (thus they are a pattern!), but essentially "chosen" from all possible patterns randomly. Which is another way of saying: a proof of God would be going through life without a constant stream of surprisingly meaningful coincidences. Unbiased reality is inherently a blind but inventive "Creator".
- Waterluvian 2y agoMy feeling is if I can render at 4K I can just not do AA at all. It really looks quite fine without, at least for me.
- amjoshuamichael 2y agoI tried that initially, but I found that it still wasn't quite satisfactory. My game's art style has a lot of straight edges, to be fair.
- kbolino 2y agoNo AA on 4K/high-DPI has been almost perfect for me, but I still occasionally notice thin edges flickering and objects getting dithered when fading in or out. It's definitely better than TAA though, which just ends up smearing everything that moves.
- FrostKiwi 2y agoYes, on high density displays this is very much possible. Eye based SSAA, the worse your prescription the better the quality. On my Pixel 9 Pro, the no AA circle demo is perfect on native 1440p resolution without AA. But dense foliage in 3D scenes will definitely ruin that. Motion induced shimmering is inescapable I think, without some kind of filtering.