Liabe Brave
Member
Siege actually is using a checkerboard pattern, inspired by Sony's work in this area. I think part of the reason it remains soft is intentional, to help cover the flaws in their method of reprojection. TAA doesn't seem particularly strong at hiding CBR artifacts; any AA can do the same with blur. Siege attempts to remove them instead with a sawtooth filter pass, and also with what amounts to a fullscreen blur effect from universal value clamping. It seems Guerrilla developed the most effective artifact removal with difference blending, and improved it further on Pro with the hardware-based ID buffer support.TAA with CBR like methods will lead to a very blurry image if there isn't a sharpening pass at the end, see Rainbow Six Siege for example. But it will also lead to a very stable image and will often work very well to hide the artifacting, see Rainbow Six Siege again for example. ...Would've been nice if Siege had a sharpening pass, but the game came out when alternate rendering methods were in its infancy and weren't very developed. AFAIK it isn't even using a checkerboarding pattern, which I'd guess would've further improved the quality of image compared to what it has.
I've had a chance to do deeper research on several older games, and have made additions to regular, VR, and Boost Mode lists. Let me know if you have any questions. Any assistance people can give by providing screenshots, videos, or links to games--especially ones with question marks or in table 3 of the OP--would be greatly appreciated.
Thanks!