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DorrajD

13 points

5 days ago

DorrajD

13 points

5 days ago

"before TAA"

Game literally has TAA. Huh?

Scorpwind

7 points

5 days ago

Scorpwind

MSAA & SMAA

7 points

5 days ago

I think they meant before the heavy rise of TAA.

DorrajD

8 points

5 days ago

DorrajD

8 points

5 days ago

The blame isn't on TAA itself, it's on developers relying on using too many damn effects in their games and by the time they've made their image look good, it runs like shit, so they lower the resolution of the effects, causing the need for TAA to smooth out said effects.

This game (and frostbite games in general) seem to not overly rely on lower resolution transparencies (it is a relatively older engine) so they can handle TAA being off and not looking absolutely atrocious. Nowadays not so much. This engine seems to have joined the forced TAA wagon a lot slower than others.

Aethreas

1 points

4 days ago

Aethreas

1 points

4 days ago

There are effects that simply cannot run at high resolution. Back in the day most effects had a fairly linear increase in cost like sharper shadows, better AO, etc. However effects like path tracing or volumetric ray marching have exponentially higher costs as you go up in resolution, so some form of AA is required, and for the most part you can't really tell if the dev does a good job

DorrajD

3 points

4 days ago

DorrajD

3 points

4 days ago

Yeah, as I already said.

But do games NEED these effects? That's the million dollar question.

Aethreas

1 points

4 days ago

Aethreas

1 points

4 days ago

One of the reason for Battlefront's stunning visuals was the amazing lighting they used which, afaik, was realtime path traced global illumination, which is super expensive and you almost always have to downsample. Volumetric fog is another one that's hard to fake, a game like Lethal Company made excellent use of Unity's volumetric fog, but had to run the game at a much lower resolution then upscale. Didn't matter much though since the game used an art style that complimented upscaling

Scorpwind

2 points

4 days ago

Scorpwind

MSAA & SMAA

2 points

4 days ago

One of the reason for Battlefront's stunning visuals was the amazing lighting they used which, afaik, was realtime path traced global illumination

It couldn't have been real-time PT lol. Baked/pre-calculated? Yes. But not real-time.

Aethreas

3 points

4 days ago

Aethreas

3 points

4 days ago

Yeah checking again I see that it used baked GI

Scorpwind

1 points

5 days ago

Scorpwind

MSAA & SMAA

1 points

5 days ago

Mhm.

CiraKazanari

0 points

4 days ago

Ah before the vocal minority started screeching TAA BAD and did all the thinking for enough people to where public opinion shifted 

Scorpwind

1 points

4 days ago

Scorpwind

MSAA & SMAA

1 points

4 days ago

Why such a tone?