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?
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.
Someone hasn’t tried motion blur since 2004 GTA