← Back to context

Comment by art0rz

14 days ago

I really dislike TAA, especially on lower framerates. There's too much ghosting. I often switch it to a slower algorithm just so I don't get ghosting.

It’s very strange. I had a vivid dream, only about 5 hours ago, where I was debating the drawbacks of TAA with some scientists in a lab (likely because Half Life has been in the news this week). I think I dream about rendering algorithms once every several years.

And now today there’s this post and your comment here in the front page.

  • As randomly connected graphs fill in, they quickly must produce patterns. The patterns are non-random (thus they are a pattern!), but essentially "chosen" from all possible patterns randomly.

    Which is another way of saying: a proof of God would be going through life without a constant stream of surprisingly meaningful coincidences.

    Unbiased reality is inherently a blind but inventive "Creator".

My feeling is if I can render at 4K I can just not do AA at all. It really looks quite fine without, at least for me.

  • Yes, on high density displays this is very much possible. Eye based SSAA, the worse your prescription the better the quality. On my Pixel 9 Pro, the no AA circle demo is perfect on native 1440p resolution without AA. But dense foliage in 3D scenes will definitely ruin that. Motion induced shimmering is inescapable I think, without some kind of filtering.

  • No AA on 4K/high-DPI has been almost perfect for me, but I still occasionally notice thin edges flickering and objects getting dithered when fading in or out. It's definitely better than TAA though, which just ends up smearing everything that moves.

  • I tried that initially, but I found that it still wasn't quite satisfactory. My game's art style has a lot of straight edges, to be fair.