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Temporal anti-aliasing is significantly cheaper performance-wise than techniques as MSAA, yet often yields a very close level of quality. Additionally it also solves the problem of temporal aliasing, which is not solved by MSAA or other similar anti-aliasing methods. The framework already has a general purpose temporal filtering shader, it is just a matter of applying that filter to the whole scene. Currently the filter is only being used for stohastic screen-space reflections. Note that the velocity buffer is currently not set up or being written to, meaning only camera movement is accounted for - moving objects should write to the velocity buffer in order to be properly filtered.
The text was updated successfully, but these errors were encountered:
It's always nice to have more options, but wouldn't SMAA (Subpixel Morphological AA) be preferred to TAA or FXAA in most situations?
Usually when I play games I just turn AA off unless it has SMAA or is graphically 'light' enough to use MSAA, since FXAA and TAA introduce a noticeable amount of blur.
Temporal anti-aliasing is significantly cheaper performance-wise than techniques as MSAA, yet often yields a very close level of quality. Additionally it also solves the problem of temporal aliasing, which is not solved by MSAA or other similar anti-aliasing methods. The framework already has a general purpose temporal filtering shader, it is just a matter of applying that filter to the whole scene. Currently the filter is only being used for stohastic screen-space reflections. Note that the velocity buffer is currently not set up or being written to, meaning only camera movement is accounted for - moving objects should write to the velocity buffer in order to be properly filtered.
The text was updated successfully, but these errors were encountered: