cross-posted from: https://lemmy.world/post/11840660
TAA is a crucial tool for developers - but is the impact to image quality too great?
For good or bad, temporal anti-aliasing - or TAA - has become a defining element of image quality in today’s games, but is it a blessing, a curse, or both? Whichever way you slice it, it’s here to stay, so what is it, why do so many games use it and what’s with all the blur? At one point, TAA did not exist at all, so what methods of anti-aliasing were used and why aren’t they used any more?
At one point
I was there, 3000 years ago, when first of the consumer AA almost usable on my Voodoo 1.
Antialiasing is a byproduct of moving away from CRT display technology. The natural image softening in CRT tech is not replicated in LCD and LED displays.
TAA is one of the better options, but at the end of the day it will be difficult to create a true AA solution that doesnt have artifacts, without utilizing supersampling.
The first things I always turn off are motion blur, anti-aliasing and ray tracing.
Motion blur just makes it look like you’re drunk, anti-aliasing makes everything look like it’s smeared with vaseline and ray tracing tanks your FPS for not much added quality.
It’s like you’ve used each thing once in some specific game where it was badly implemented and decided that’s how it looks in all games.
There is no objective “it looks like this”, every game does things slightly or very differently. I’m certain you are unusually blind to detail, have serious vision problems, or you’re just very good at convincing yourself of your own bad ideas.
Motion blur just makes it look like you’re drunk
Someone hasn’t tried motion blur since 2004 GTA