cross-posted from: https://lemmy.world/post/11840660

TAA is a crucial tool for developers - but is the impact to image quality too great?

For good or bad, temporal anti-aliasing - or TAA - has become a defining element of image quality in today’s games, but is it a blessing, a curse, or both? Whichever way you slice it, it’s here to stay, so what is it, why do so many games use it and what’s with all the blur? At one point, TAA did not exist at all, so what methods of anti-aliasing were used and why aren’t they used any more?

  • optissima@lemmy.world
    link
    fedilink
    English
    arrow-up
    1
    ·
    11 months ago

    It has gotten much better in the last 7 years. I will say that I usually test 1.5× or 2× my resolution if possible, which can to be less taxing depending on the engine, as I’m always trying to eek out a little extra on my 970.

    • AngryMob@lemmy.one
      link
      fedilink
      English
      arrow-up
      1
      ·
      11 months ago

      2x on a 970? I struggled with my 970 at 1440p low-medium settings until i got the 3080. Often had to put scaling to 1080p. And that was on “last gen” titles, cant imagine still trying to limp that thing along nowadays, despite as much as i loved it.

      • optissima@lemmy.world
        link
        fedilink
        English
        arrow-up
        1
        ·
        11 months ago

        Depends on the game, but I don’t usually pick up current gen for a bit. Unless you count Switch Emulation?