this post was submitted on 05 Dec 2024
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[–] [email protected] 63 points 1 month ago (7 children)

Fixing anything in industry is like fighting a very big, very lazy elephant seal bull

[–] omarfw 4 points 1 month ago (4 children)

Like getting devs to stop using TAA

[–] AdrianTheFrog 5 points 1 month ago (3 children)

"the garbage trend is to produce a noisy technique and then trying to "fix" it with TAA. it's not a TAA problem, it's a noisy garbage technique problem...if you remove TAA from from a ghosty renderer, you have no alternative of what to replace it with, because the image will be so noisy that no single-shot denoiser can handle it anyway. so fundamentally it's a problem with the renderer that produced the noisy image in the first place, not a problem with TAA that denoised it temporally"

(this was Alexander Sannikov (a Path of Exile graphics dev) in an argument/discussion with Threat Interactive on the Radiance Cascades discord server, if anyone's interested)

Anyways, it's really easier said than done to "just have a less noisy technique". Most of the time, it comes down to this choice: would you like worse, blobbier lighting and shadows, or would you like a little bit of blurriness when you're moving? Screen resolution keeps getting higher, and temporal techniques such as DLSS keep getting more popular, so I think you'll find that more and more people are going to go with the TAA option.

[–] omarfw 6 points 1 month ago

I'll take worse anything over a blurry vaseline smeared image during motion. The fact that devs of high speed games like shooters think this is the most acceptable compromise is bewildering.

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