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Temporal anti-aliasing #21

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BearishSun opened this issue Mar 16, 2018 · 1 comment
Open

Temporal anti-aliasing #21

BearishSun opened this issue Mar 16, 2018 · 1 comment
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OFFICIAL type: enhancement [MINOR] Feature that doesn't take more than a few days to implement
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@BearishSun
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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.

@BearishSun BearishSun added type: enhancement [MAJOR] Feature that takes a few weeks up to few months to implement OFFICIAL labels Mar 16, 2018
@BearishSun BearishSun added this to the Longterm milestone Mar 16, 2018
@BearishSun BearishSun added type: enhancement [MINOR] Feature that doesn't take more than a few days to implement and removed type: enhancement [MAJOR] Feature that takes a few weeks up to few months to implement labels Mar 23, 2018
@Fishrock123
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Fishrock123 commented Sep 24, 2019

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.

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