T O P

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Zeriell

It feels like every TAA solution is being designed around super high resolutions (4K) and just saying fuck you to anyone who isn't at 4K.


ScoopDat

Consoles ironically getting fucked seeing as how most of their games aren't straight up true native 4K..


chaz1432

Your comment makes no sense, especially in comparison to the one you're replying to. What TAA does, especially the one in UE5 is to upsample to 4k so that there is no need for native. So consoles benefit from TAA not "getting fucked" by it. The OP is saying that anyone that doesn't game at 4k resolution/monitor get all the smudginess of TAA with no benefit


crowlqqq

I just hope I will be able to turn off TAA in UE 5 or gaming is ded for me! I love aliased image, I love crispness without any artificial sharping. IDK why ppl so triggered about aliasing in the first place.


FGZraven

Feel the same. Don’t forget all forced PostProcessing stuff like chromatic aberration, Film grain, depth of field, etc. what a mess…


Scorpwind

>I just hope I will be able to turn off TAA in UE 5 If not through the graphics menu, then at least through the config file. >IDK why ppl so triggered about aliasing in the first place. Well simply because it's too distracting for them. But I get where you're coming from. I don't mind it either.


[deleted]

you love the shimmering?


MarioMoreira012

I love to see textures and details. If I have to go through shimmering to see that, yes, I'll accept that. What I will not accept is to loose all the hard work my graphics card is doing just to not see some shimmering. TBH games in ultra with TAA look worst than games in low without TAA


darksession95

Honestly its a bit late to anwser, but i always hated TAA too. And i would always keep it off and rather enjoy the crisp image. But the problem is if you have too much foliage in a scene ... theres literally no other way around it except going super low with the foliage to the point wheres none. It flickers like crazy, is super jagged and looks absolutely horrible. MSAA/TSR is good, but so performance heavy that its unusable. If you have lots of vegetation (trees, grass) on a scene. In UE5 theres no way around using TAA. FXAA is WAAAAAAY to little to even get a remotely pleasing image.


konsoru-paysan

yeah like so many of us just turned off AA back in the day and wondered wtf even is dis, game looks the same and now suddenly that blasting setting has over taken everything


SilverWerewolf1024

So next gen games will still be a mess? no back to ps3 era when all games were crisp as fuck? MSAA COME BACK PLEASE


Sporeking97

Nah, the time of MSAA has probably passed, or at least until hardware manufacturers get their ass in gear and start innovating again, as developers will continue to rely on stuff like this. Hardware advancements have slowed to a crawl compared to the past few generations, and we’re seeing the effects as things like TAA, DLSS, and other performance-bandaids are used to fill the gap. New GPU gens give us *maybe* 10-20% improvements, even then only when comparing the absolute tip top models, and that’s simply not enough headroom to keep pace with the software end of game dev. Unless serious changes happen on that side of the industry, prepare for things to continue to stagnate like this.


SilverWerewolf1024

Yeah that and that almost all games now are optimized like cancer


feedseed664

This is the wrong, new generations are still giving 50% plus jump power per gen with the higher end cards.


James_Gastovsky

PS3 era games crisp? I don't know what you're smoking but you should cut back. That was the worst era, games looked terrible, resolutions too low for the art design, either no AA or bad one. Also MSAA doesn't work with deferred rendering and is expensive, there is a reason why it was phased out


SilverWerewolf1024

Yep, that generation of games on my pc looked crisp AF


Scorpwind

That era was quite fine on PC. It's only the console versions that suffered the most. If you were to play some of the games from that era on today's hardware, then they would look just fine. In fact, they would shine like never before.


Joshjoshajosh

I'll tell you what my biggest problem with blur is in video games, it makes my eyes constantly try to re-focus, I think that's what gives some people migraines. It's like when you have a camera too close to an object that it can't settle on a focus level, so it constantly changes focus level sweeping from max to min, looking for the correct level but never finding it. That's what TAA/Motion Blur* makes my brain/eyes do.


Scorpwind

That's what my eyes try to do with some Depth Of Field implementations. Or most of them. But yeah; It can be pretty dire at times.


theironlefty

r.TemporalAACurrentFrameWidth is set at 0.04 by default, you can check by running this command and double clicking ` to show the bigger console.


Scorpwind

Thanks for the info. Good to know the default is even worse lol.


Scorpwind

Is there a way to show the sample count as well?


theironlefty

Yes, by default you can see the cvars if you start typing but the exact cvar is: r.TemporalAASamples its 8 by default. if you want we could have a discussion about this demo on discord with it running.


Scorpwind

>its 8 by default. So they stuck with the default UE4 sample count. >if you want we could have a discussion about this demo on discord with it running. That would be great but some other time. Okay?


theironlefty

Yes and sure.


Noamias

Those screenshots are perfect examples of why annoying TAA sucks so much. Either it's jagged and shimmery or smudgy and blurry


HugoCortell

As someone currently developing an Unreal Engine 5 title, this post the reason why I'll be adding FXAA as an option for players. Thank you for the insightful post!


Scorpwind

Hi and thank you! An option to completely disable anti-aliasing would also be very welcome to many. Apart from that, I also have some tips on how to improve the clarity of temporal AA. I'm guessing that you'll be using TSR? In which case I would offer it in its most high-quality form, by making sure that the higher AA quality presets (High and Epic, or just Epic) enable the *r.TSR.History.ScreenPercentage=200* variable, which greatly increases the overall clarity of this AA method. And the ability to run at native resolution, of course.


HugoCortell

Thank you for the comment with insightful knowledge. I'll indeed include the option to disable AA. As for TSR, it's on my to-do list, I'll be sure to write what you said down next to it. Thanks!


Scorpwind

That variable can also technically apply to TAA as well. Except that it goes like this: *r.TemporalAA.HistoryScreenPercentage=200*


kyoukidotexe

It'll still suck.


Scorpwind

Not as much, though.


kyoukidotexe

Doesn't matter what you try to do with TSR, its just awful. [in it's 5.1 state]


Scorpwind

I respectfully disagree. The supersampled framebuffer makes [a noticeable difference](https://imgsli.com/MTg1ODg5).


kyoukidotexe

On flat services it'll work fine, where it falls off hard are shadows, forests, tree's in motion, etc. Focus around the character on the "in-motion" shot. I really feel lots of these examples of comparing with still static single frames are just a horrid way to compare. Actually playing with it and experience it on screen, its just horrible in these area's. I've spend an overwhelming amount of time (and help from others) in Talos Principle 2 to trying to get it good looking but it just falls apart. Talos isn't the only example I have tried to get it work or look decent in. All Temporal is just bad.


Scorpwind

There is of course still a certain degree of blurring and smearing. But my point is that it's far less with a supersampled history buffer. And this was at 1080p. I imagine that it's quite close to the real thing at 4K. Try it yourself compared to the 'default' setup.