But why did you buy a 1800€ video card then?
Comment on Anon fixes their games
yonder@sh.itjust.works 3 days ago
Out of all of these, motion blur is the worst, but second to that is Temporal Anti Aliasing. No, I don’t need my game to look blurry with every trailing edge leaving a smear.
Valmond@lemmy.world 3 days ago
MentalEdge@sopuli.xyz 3 days ago
So you can use a more demanding form on anti-aliasing, that doesn’t suck ass?
Sylvartas@lemmy.dbzer0.com 3 days ago
Unreal doesn’t even have other forms of AA iirc. It’s up to the devs to implement
Valmond@lemmy.world 3 days ago
Like rip maps instead of mip maps? Or is it some AI bs nowadays?
licheas@sh.itjust.works 3 days ago
farming bitcoin. Duh.
CanadaGeese@lemmy.zip 3 days ago
Honestly motion blur done well works really well. Cyberpunk for example does it really well on the low setting.
Most games just dont do it well tho 💀
sp3tr4l@lemmy.zip 3 days ago
TAA is kind of the foundation that almost all real time raytracing and frame generation are built on, and built off of.
This is why it is increasingly difficult to find a newer, high fidelity game that even allows you to actually turn it off.
If you could, all the subsequent
magicbullshit stops working, all the hardware in your GPU designed to do that stuff is now basically useless.Vlyn@lemmy.zip 3 days ago
What? All Ray Tracing games already offer DLSS or FSR, which override TAA and handle motion much better. Yes, they are based on similar principles, but they aren’t the mess TAA is.
sp3tr4l@lemmy.zip 3 days ago
Almost all implementations of DLSS and FSR literally are evolutions of TAA.
TAA 2.0, 3.0, 4.0, whatever.
If you are running DLSS or FSR, see if your game will let you turn TAA off.
They often won’t, because they often require TAA to be enabled before DLSS or FSR can then hook into them and extrapolate from there.
Think of TAA as a base game and DLSS/FSR as a dlc. You very often cannot just play the DLC without the original game, and if you actually dig into game engines, you’ll often find you can’t run FSR/DLSS without running TAA.
There are a few exceptions to this, but they are rare.
Vlyn@lemmy.zip 2 days ago
TAA just means temporal anti aliasing. Temporal as in relying on data from the previous frames.
The implementation of DLSS and FSR are wholly separate from the old TAA. Yes, they work on the same principals, but do their own thing.
TAA as a setting gets disabled because the newer methodes fully overwrite it. Some games hide the old setting, others gray it out, it depends.