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TAA is garbage

So what's the best AA solution in most cases?

MSAA doesn't work anymore
FXAA/MLAA/SMAA were always garbage

TAA/TXAA are only AA techniques that work in modern games. Native 4k and TAA can look amazing (Elden Ring for example)

Obviously now we have reconstruction techniques that have their own variations of TAA: FSR, XeSS and DLSS. DLSS can look better than many in game implementations of TAA, even with lower resolution (FSR - not so much...)
 
people are starting to make videos on how terrible modern gaming's anti aliasing is because of this horrendous solution.



This guy is a clown, like most people who post on r/FuckTAA. Just some brat who thinks he knows better than industry professionals.

First of all, imagine getting this bent out of shape about an anti-aliasing solution and styling it as some consumer advocacy issue lol. Reeks of this energy:

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When you dive into each thing he highlights, it's clear he has no idea what he's talking about:

"numerous 8th gen console titles ran near photo-realistic visuals at 60fps on 2 teraflop hardware"

None of the games shown ran at 60fps. Death Stranding, Ghost of Tsushima, Spider-Man, Horizon, Days Gone - all 30fps (if that) on PS4. For many it took a PS5 with 10 tflops under the hood to deliver on 60fps at native 4K (which is what he seems to be advocating). And on the subject of native 4K, no it absolutely does not solve these issues like he suggests. You will still need an anti-aliasing solution and shimmering is still a problem.

When he talks about this happening when disabling TAA:

"you are punished with numerous rendering problems"

Just lmao at stylizing it as being 'punished'. There is not a cabal of developers in the pocket of Big TAA who want you to use it, or else! More seriously, he is correct that TAA is utilized in numerous areas of the rendering - because it's so damn useful at resolving so many other issues like eg. hair aliasing and dithering. He moans elsewhere in the video that developers are not treating different elements of the rendering independently of TAA, or adjusting them to work with TAA... when logically the fact that so many things break when it's disabled shows that they are doing exactly what he wants them to do.

Most of his video seems to just be screeching about the direction Unreal Engine has gone in. His bone to pick with Nanite is particularly stupid and doesn't correspond to what real developers have said:

"Nanite encourages and is designed to render sub-pixel detail geometrically instead of textures"

No shit! He is complaining about Nanite allowing developers to now render what would normally be a texture as real polygonal detail - ie. the EXACT POINT OF USING IT - because it increases sub-pixel aliasing which can only be fixed by TAA. His argument basically boils down to: don't advance rendering too much because increasing detail increases aliasing and I don't like that because then developers have to use TAA to fix it. Congratulations, he's just presented the biggest selling point of TAA.

The guy is also completely out of touch with modern game development, which can take 5+ years and hundreds of millions of dollars now to ship a game. He complains that all of these things like TAA, Nanite, Lumen etc mean developers cut corners. Again, EXACTLY THE POINT. Does he want games to take 8 years to develop? Cutting development time is itself a form of optimization.

Ascendant Studios (Immortals of Aveum developer) have explicitly said that Nanite and Lumen speed up development dramatically, because it means not having to make a ton of different LOD models and you can light the scene with Lumen pretty much instantly.

Finally, to touch on the grift of getting people to "crowd-fund his company to use a custom fork of UE5" - Epic Games do not force anyone to use the engine in a specific way. It's fully intended to be customized to fit a project. Don't like the code or how something is done? Re-write it yourself. His company have supposedly been developing their game since 2021 and have nothing to show for it yet because they say they are waiting for the engine to be sorted out first. Imagine a AAA company trying to do things this way...

I'm not even convinced he is a real developer. The way he presents things like 'the gameplay', 'the storytelling', 'the graphics', as being in some big tug-of-war / trade-off between them, and if only the incompetent developers would just turn the dials back in favor of 'the graphics', is not how game development works at all. Many things are done in parallel and independently of each other to a degree, because developers employ many people in specialist roles. A storyteller or designer can not necessarily lend a hand in performance or visual optimization.

He names a game, The Finals, as an example of how things should be done. Puzzlingly, it apparently contains many of the same issues he's spent the video complaining about:



🤷‍♂️


Final nugget:

"Epic has no experience making realistic looking games"

Yeah, i'm out.
 
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You're a maniac. I find shimmering so distracting that I'm willing to sacrifice some sharpness if it means fixing it.

I think dropping MSAA as an option, despite the heavy requirements, was unfortunate. I suppose the upscaling solutions are helping there.
Shimmering kind of distracts me too but it's less boring than having a sanded over image w all the edges removed and all the detail smoothed over. It's the same disgust feeling as seeing bilinear filtering and upscale algorithms applied to 2d games, it just looks and feels wrong
 
I booted up an older game the other day that had no dlss or taa and I forgot how jaggy a native 4k image can be. Even with 8x msaa jagged lines were easily detectable. Dlss is great even for aa
 
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