More options are never a bad thing. Not everyone is running the fastest GPUs around.
That said, I don't necessarily agree with some of the conclusions drawn from this video.
On a 4K native screen, and even in games which use a soft TAA implementation, non-native rendering is usually quite noticeable to me if I'm actually playing the game.
I will typically turn down every other option available first before resorting to dropping the resolution.
Though sample-and-hold is an issue for most displays now, the perceived drop in resolution with motion on these displays does not mask the artifacts caused by rendering at lower resolutions.
If the rendering quality was perfect that may not be the case, but rendering games at lower resolutions typically introduces more artifacts into the image which manage to persist through that motion blur.
TAA solutions usually have a very noticeable drop in resolution/blurring of the image in motion, and checkerboarding artifacts really stand out.
I believe that at least part of the reason this stands out so much with TAA in motion could be caused by a loss of edge contrast, more than the drop in resolution itself.
If the type of checkerboarding used in PS4 Pro games like Horizon is anything like the technique Ubisoft have used in
Watch Dogs 2, or other techniques like
Resident Evil 7 or
Quantum Break used, it's not a good option when gaming up close on a monitor in my opinion.
I don't agree that it's a subtle drop in image quality when the image is static, nor do I agree that it isn't noticeable in motion.
I generally prefer to use a static lower resolution than checkerboarding or dynamic resolutions.
Even if you were to compare a static 1800p to 1800p that can reach 4K maybe 20% of the time, I find the dynamic change in resolution to be more distracting than keeping it fixed - even though it is lower.
Here's a comparison from
Watch Dogs 2 in motion that I made a while back.
The settings were targeting 4K30 on a GTX 1070, and I believe this was before they patched in SMAA T2x - not that it affects the 1800p result in any significant way. If anything, it hurts the native 4K image more.
That said, I am at least starting to come around to more recent TAA implementations which include a post-TAA sharpening filter - as long as it is optional, and preferably has a slider to control the strength.
They do still blur the image quite a bit in motion, but it really does seem like the only valid anti-aliasing option for games which use modern rendering techniques like PBR, unless you're doing something like 16x DSR - which is obviously unplayable in such games on today's GPUs.
It's always disappointing to see new games released which are still using old techniques like SMAA T2x instead of a good TAA solution.
(comparison between SMAA and TAA in Alien: Isolation)
And I think it says a lot that we have gone from post-process AA techniques like MLAA and FXAA that PC gamers were very down on, to modern TAA implementations that have significantly better image quality yet still have a very low performance hit.
Developers trying to get the most out of console hardware probably played a big role in the development of these techniques, instead of just brute-forcing MSAA or SSAA with ever-faster hardware on PC.
Hopefully today's checkerboarding techniques will be seen as "primitive" compared to what will be available a few years from now, just as post-process AA techniques have improved so much.
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Something that I do feel needs mentioning, is that there is a decreasing number of PC gamers which need to target a 60 FPS lock now.
Quite a lot of the DigitalFoundry PC videos seem to mention a "60 FPS lock" and it's starting to feel a bit outdated.
If you are building a high-end gaming system today, you're probably going to (or should) pair it with a variable refresh rate display - whether that's 4K or not.
Targeting an absolute
lock on 60 FPS can be leaving a considerable amount of performance on the table.
I still don't like it when a game dips below 60 FPS, but with a VRR display, you can allow the minimum framerate to dip into the mid-50s, while average framerates might now be in the 70-80 FPS range.
Personally I still feel that a high refresh rate 1440p display is the sweet spot for today's hardware rather than targeting 4K60 though.
Assuming your CPU can keep up, 4K60 translates to 2560x1440 at 135 FPS, or 3440x1440 at 100 FPS.
And let's say that minimum framerate dips 33% below the average. At 4K that is only 45 FPS, while you are still at 100 FPS at 2560x1440, and 75 FPS at 3440x1440.
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For what it's worth, it is not required to use CRU if you have an NVIDIA GPU - you can add custom resolutions directly in the NVIDIA Control Panel.
Just set the timings to manual to lock the output resolution to native before you touch the display mode to set the render resolution.
Here's my custom "1080p" ultrawide resolution for example:
The only downside to this is that NVIDIA do not allow custom resolutions and DSR to be active at the same time for some reason.
So if you use DSR a lot, perhaps CRU is the way to go.
I guess it's because I've been a PC gamer all my life, but I always end up sitting around 3ft from my TV anyway.
If I don't, it feels much smaller than a monitor. (actually, sitting up close to a 34" UW monitor still feels larger)
There are only a handful of games which do support HDR output on PC though.
There are a number of games which support HDR on console, such as
Deus Ex: Mankind Divided,
Forza Horizon 3, and
Gears of War 4 that still lack an option for it on PC.
The reverse is also true with some games like
Shadow Warrior 2 not supporting HDR on console. (is it an NVIDIA-only implementation on PC?)
It's kind of a mess, which is why I'm still waiting to pick up an HDR TV.
Hopefully they will have things sorted out by the time OLEDs supporting 120Hz HDMI 2.1 VRR are available.