SMAA isn't very good for shader aliasing, it seems. See Alien Isolation.
I'm curious. How big is the FPS hit with ReShade and sharpening enabled?
What's the deal with the sudden fondness of injecting sharpening filters? Are they really beneficial? Do any games do this in addition to their TAA solution?
Isn't downsampling a better option though? Assuming you have the resource.Well TAA blurs the image, so the sharpening helps bring some of the detail back. I personally hate how text looks while sharpened so I stick to some SMAA.
Isn't downsampling a better option though? Assuming you have the resource.
What's the deal with the sudden fondness of injecting sharpening filters? Are they really beneficial? Do any games do this in addition to their TAA solution?
And if you don't?
OFC downsampling always provides the best results, but you don't always have the budget to use it, particularly in newer games.
Nothing about UE4 is closed sourceAny paper out there explaining TAA implementation details ?
I can't find anything right now after a quick search. I guess both UE4 and Crytek implementations are proprietary and closed-source (?)
Not really, no. That's impossible. What it does do is make the existing detail more visible, and many people seem to like that.Sharpening has always had a bad reputation though, I was merely pointing out that this doesn't seem to be the case any more. People keep saying it's 'adding detail back', but that can't be the case, surely?
Sharpening has always had a bad reputation though, I was merely pointing out that this doesn't seem to be the case any more. People keep saying it's 'adding detail back', but that can't be the case, surely?
Generally it seems to look pretty great in motion, but for screenshot purposes it's just too blurry for my liking.
Does TAA use just sub pixels or whole pixels?
SMAA is usually better than FXAA but I'm honestly unable to spot big differences between both when injected.Jesus Christ I didn't realize how many AA solutions are available nowadays. I normally just roll with FXAA + a high resolution, because it barely impacts performance. Are any of these other solutions superior with equivalent/better performance?
sorry for the bump but I read through this thread and found it very interesting...so many differing opinions regarding TAA vs SMAA...I recently finished Rise of the Tomb Raider on PC and ran into the problem of which AA method to use...in-game SMAA appears to be broken so I went with ReShade injectable SMAA and it looked fantastic...SSAA adds too much of a performance hit...couple of general questions regarding games in general and not specific to any 1 title...
1) which offers the best image quality- SMAA vs TAA (with ReShade LumaSharpen enabled)?
2) are TAA and TXAA the same thing?...with TXAA just being the Nvidia exclusive version of TAA?
1. Depends on implementation. TAA term is too broad to describe what exactly is happening under it. And SMAA T2x has temporal accumulation as well so they are not mutually exclusive. The biggest difference in general is that SMAA 1x doesn't blur the picture much while any TAA introduce some kind of blurring usually which helps with AA
thanks but in terms of standard SMAA with no injectors like ReShade versus TAA with ReShade LumaSharpen...meaning the LumaSharpen would remove a lot of the blur...so basically it's SMAA with no blur but with shimmering and some aliasing versus TAA with no aliasing but with blur (but the blur removed with ReShade LumaSharpen)...seems like TAA would be the clear winner in this case right?
thanks but in terms of standard SMAA with no injectors like ReShade versus TAA with ReShade LumaSharpen...meaning the LumaSharpen would remove a lot of the blur...so basically it's SMAA with no blur but with shimmering and some aliasing versus TAA with no aliasing but with blur (but the blur removed with ReShade LumaSharpen)...seems like TAA would be the clear winner in this case right?