• yonder@sh.itjust.works
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    2 days ago

    Out of all of these, motion blur is the worst, but second to that is Temporal Anti Aliasing. No, I don’t need my game to look blurry with every trailing edge leaving a smear.

    • sp3ctr4l@lemmy.zip
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      2 days ago

      TAA is kind of the foundation that almost all real time EDIT: raytracing frame upscaling and frame generation are built on, and built off of.

      This is why it is increasingly difficult to find a newer, high fidelity game that even allows you to actually turn it off.

      If you could, all the subsequent magic bullshit stops working, all the hardware in your GPU designed to do that stuff is now basically useless.

      EDIT: I goofed, but the conversation thus far seems to have proceeded assuming I meant what I actually meant.

      Realtime raytracing is not per se foundationally reliant on TAA, DLSS and FSR frame upscaling and later framgen tech however basically are, they evolved out of TAA.

      However, without the framegen frame rate gains enabled by modern frame upscaling… realtime raytracing would be too ‘expensive’ to implement on all but fairly high end cards / your average console, without serious frame rate drops.

      Befor Realtime raytracing, the paradigm was that all scenes would have static light maps and light environments, baked into the map, with a fairly small number of dynamic light sources and shadows.

      With Realtime raytracing… basically everything is now dynamic lights.

      That tanks your frame rate, so Nvidia then barrelled ahead with frame upscaling and later frame generation to compensate for the framerate loss that they introduced with realtime raytracing, and because they’re an effective monopoly, AMD followed along, as did basically all major game developers and many major game engines (UE5 to name a really big one).

      • Vlyn@lemmy.zip
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        2 days ago

        What? All Ray Tracing games already offer DLSS or FSR, which override TAA and handle motion much better. Yes, they are based on similar principles, but they aren’t the mess TAA is.

        • sp3ctr4l@lemmy.zip
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          2 days ago

          Almost all implementations of DLSS and FSR literally are evolutions of TAA.

          TAA 2.0, 3.0, 4.0, whatever.

          If you are running DLSS or FSR, see if your game will let you turn TAA off.

          They often won’t, because they often require TAA to be enabled before DLSS or FSR can then hook into them and extrapolate from there.

          Think of TAA as a base game and DLSS/FSR as a dlc. You very often cannot just play the DLC without the original game, and if you actually dig into game engines, you’ll often find you can’t run FSR/DLSS without running TAA.

          There are a few exceptions to this, but they are rare.

          • Vlyn@lemmy.zip
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            21 hours ago

            TAA just means temporal anti aliasing. Temporal as in relying on data from the previous frames.

            The implementation of DLSS and FSR are wholly separate from the old TAA. Yes, they work on the same principals, but do their own thing.

            TAA as a setting gets disabled because the newer methodes fully overwrite it. Some games hide the old setting, others gray it out, it depends.

            • sp3ctr4l@lemmy.zip
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              20 hours ago

              The implementation of DLSS and FSR are wholly separate from the old TAA. Yes, they work on the same principals, but do their own thing.

              TAA as a setting gets disabled because the newer methodes fully overwrite it.

              This is very often false.

              DLSS/FSR need per pixel motion vectors, or at least comparisons, between frames, to work.

              TAA very often is the thing that they get those motion vectors from… ie, they are dependent on it, not seperate from it.

              Indeed, in many games, significant other portions/features of a game’s graphical engine bug out massively when TAA is manually disabled, which means these features/portions are also dependent on TAA.

              Sorry to link to the bad site, but:

              https://www.reddit.com/r/FuckTAA/comments/motdjd/list_of_known_workarounds_for_games_with_forced/

              And here’s all the games that force TAA which no one has yet figured out how to disable:

              https://www.reddit.com/r/FuckTAA/comments/rgxy44/list_of_games_with_forced_taa/

              Please go through all of these and notice how many modern games:

              1. Do not allow the user to turn off TAA easily, forcing them to basically mod the game by manually editing config files or more extensive workarounds.

              2. Don’t even tell the user that TAA is being used, requiring them to dig through the game to discover that it is.

              3. When TAA is manually disabled, DLSS/FSR breaks, or other massive graphical issues crop up.

              TAA is the foundational layer that many modern games are built on… because DLSS/FSR/XeSS and/or other significant parts of the game’s graphical engine hook into the pixel motion per frame comparisons that are done by TAA.

              The newer methods very often do not overwrite TAA, they are instead dependent on it.

              Its like trying to run or compile code that is dependent on a library you don’t actually have present… it will either fail entirely, or kind of work, but in a broken way.

              Sure, there are some instances where DLSS/FSR is implemented in games, in a way that is actually its whole own, self contained pipeline… but very often, this is not the case, TAA is a dependency for DLSS/FSR or other graphical features of the game engine.

              TAA is massively different that older MSAA or FXAA or SMAA kinds of AA… because those don’t compare frames to previous frames, they just apply an effect to a single frame.

              TAA provides ways of comparing differences in sequences of frames, and many, many games use those methods to feed into many other graphical features that are built on top of, and require those methods.

              To use your own words: TAA is indeed a mess, and you apoarently have no idea how foundational this mess is to basically all the new progression of heavily marketed, ‘revolutionary’ graphical rendering techniques of the past 5 ish years.

    • CanadaGeese@lemmy.zip
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      2 days ago

      Honestly motion blur done well works really well. Cyberpunk for example does it really well on the low setting.

      Most games just dont do it well tho 💀