• sp3ctr4l
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    7 hours 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 magic bullshit stops working, all the hardware in your GPU designed to do that stuff is now basically useless.

    • @[email protected]
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      47 hours 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.

      • sp3ctr4l
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        87 hours 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.