TAA: Temporal Antialiasing

I'd like to suggest adding temporal antialiasing to the game.

FXAA, MSAA, and others are not good enough and cost too much in CPU/GPU.

Resource: https://news.developer.nvidia.com/understanding-the-need-for-adaptive-temporal-antialiasing/
Last edited by AMDphreak#5868 on Jan 2, 2020, 5:51:05 PM
Last bumped on Jan 2, 2020, 6:29:44 PM
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I'm not sure what visual benefit TAA would bring to an isometric video game with no camera panning. I do get the point of the ATAA algorithm though probably the best looking AA I've seen of recent years was id's TSAA.

A lot of games use MSAA + TAA in attempt to snuff out the blurring TAA causes but it's even more performance cost. At any rate we'll have a new engine soon with Path2. With a good engine it will likely cost less to run MSAA + TAA over options we have now.

I'd be happy if just more games supported Vulkan since I pretty much get +3-5 FPS every time.
"Never trust floating women." -Officer Kirac

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