“the garbage trend is to produce a noisy technique and then trying to “fix” it with TAA. it’s not a TAA problem, it’s a noisy garbage technique problem…if you remove TAA from from a ghosty renderer, you have no alternative of what to replace it with, because the image will be so noisy that no single-shot denoiser can handle it anyway. so fundamentally it’s a problem with the renderer that produced the noisy image in the first place, not a problem with TAA that denoised it temporally”
(this was Alexander Sannikov (a Path of Exile graphics dev) in an argument/discussion with Threat Interactive on the Radiance Cascades discord server, if anyone’s interested)
Anyways, it’s really easier said than done to “just have a less noisy technique”. Most of the time, it comes down to this choice: would you like worse, blobbier lighting and shadows, or would you like a little bit of blurriness when you’re moving? Screen resolution keeps getting higher, and temporal techniques such as DLSS keep getting more popular, so I think you’ll find that more and more people are going to go with the TAA option.
antialiasing and denoising through temporal reprojection (using data from multiple frames)
it works pretty well imo but makes things slightly blurry when the camera moves, it really depends on the person how much it bothers you
its in a lot of games because their reflections/shadows/ambient occlusion/hair rendering etc needs it, its generally cheaper than MSAA (taking multiple samples on the edges of objects), it can denoise specular reflections, and it works much more consistently than SMAA or FXAA
modern upscalers (DLSS, FSR, XeSS) basically are a more advanced form of taa, intended for upscaling, and use the ai cores built into modern gpus. They have all of the advantages (denoising, antialiasing) of taa, but also generally show blurriness in motion.
I’ll take worse anything over a blurry vaseline smeared image during motion. The fact that devs of high speed games like shooters think this is the most acceptable compromise is bewildering.
Fixing anything in industry is like fighting a very big, very lazy elephant seal bull
Like getting devs to stop using TAA
“the garbage trend is to produce a noisy technique and then trying to “fix” it with TAA. it’s not a TAA problem, it’s a noisy garbage technique problem…if you remove TAA from from a ghosty renderer, you have no alternative of what to replace it with, because the image will be so noisy that no single-shot denoiser can handle it anyway. so fundamentally it’s a problem with the renderer that produced the noisy image in the first place, not a problem with TAA that denoised it temporally”
(this was Alexander Sannikov (a Path of Exile graphics dev) in an argument/discussion with Threat Interactive on the Radiance Cascades discord server, if anyone’s interested)
Anyways, it’s really easier said than done to “just have a less noisy technique”. Most of the time, it comes down to this choice: would you like worse, blobbier lighting and shadows, or would you like a little bit of blurriness when you’re moving? Screen resolution keeps getting higher, and temporal techniques such as DLSS keep getting more popular, so I think you’ll find that more and more people are going to go with the TAA option.
What’s TAA?
antialiasing and denoising through temporal reprojection (using data from multiple frames)
it works pretty well imo but makes things slightly blurry when the camera moves, it really depends on the person how much it bothers you
its in a lot of games because their reflections/shadows/ambient occlusion/hair rendering etc needs it, its generally cheaper than MSAA (taking multiple samples on the edges of objects), it can denoise specular reflections, and it works much more consistently than SMAA or FXAA
modern upscalers (DLSS, FSR, XeSS) basically are a more advanced form of taa, intended for upscaling, and use the ai cores built into modern gpus. They have all of the advantages (denoising, antialiasing) of taa, but also generally show blurriness in motion.
I’ll take worse anything over a blurry vaseline smeared image during motion. The fact that devs of high speed games like shooters think this is the most acceptable compromise is bewildering.
“Just code around it. This is the way it has always been done, and the way it always will be done.”
Hardware takes a long time to change.
A temporary patch while we wait for hardware is the way to go.
Nothing is more permanent than a temporary fix.
They already fixed it in software we don’t need to prioritize the hardware fix.