Anyone else ditching TAA and AI upscalers?

After the revelations that TAA and these AI upscalers that use it make games a blurry mess. I've decided to turn TAA off in games and not use an upscaler.

Latest game bf6 doesn't seem to get much of a performance boost from upscaler anyway over native or if it does it's marginal. I tested switching between quality and performance.

I also gave the amd frame gen thing a try. While it did increase the frame rate, something felt completely off. Using a rtx 3070.

What say you gaf. Say no to blurry messes, say no to AI upscalers.

We want our graphics back.
 
I can't stand how blurry it looks with fsr3, but games aren't being optimized for shit, so you're forced to use fsr/dlss and even frame gen. BF6 running on Frostbite is one of those rare games where an upscaler isn't needed because its well optimized.
 
Problem is you turn them off you get a noticeable amount of aliasing, which is worse imo than any blur the most recent upscalers put on.

TAA & FSR2-3 (terrible ghosting) can go in the garbage because they blur the image worse without any performance bump, but DLSS/FSR4/XeSS does a good enough job on their balanced to quality settings.
 
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The revelations?
I'll still be using them even though I am stuck with FSR3. Image doesnt look blurry at all at 4K quality and I rarely notice artifacting.
 
Dear OP, you must be joking and frankly not very good at it. With the DLSS 4 transformer model plus superior DLAA, games can look better than native, since many titles use subpar anti‑aliasing at native resolution. On top of that, you still get a performance boost that makes games look even better.
 
SMAA when I can. TAA when I have to. Probably skipping this gen of GPU, next gen I'll poke around and see who gives me the best bang for my buck for hopefully around $700 or less.
 
Would if I could but it no longer works that way.

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Would if I could but it no longer works that way.

Ojto38u.jpeg
Yeah that's what I was going to say. A lot of games and shaders are now designed with TAA in mind, and if you turn off TAA, everything suddenly looks terrible. Hair, foliage, particles etc...

It's kind of like scanlines with CRT back in the days, where everything was designed with it in mind, and when you play these games without scanlines, they look terrible. It's not as extreme, but it's a thing.
 
There is a world of difference between TAA, FXAA, FSR 1-3, and DLSS 1-2 on one side (crap), and DLSS 3-4 and FSR4 on the other (great).

DLSS 3 was really an amazing leap forward for anti-aliasing. As soon as I saw it, I wanted it on Quality mode in every game. I've only played one game with FSR4 since I got the 9070 XT, but it feels as good to my eyes/brain. I'm looking forward to more games using it in the coming years.
 
Dear OP, you must be joking and frankly not very good at it. With the DLSS 4 transformer model plus superior DLAA, games can look better than native, since many titles use subpar anti‑aliasing at native resolution. On top of that, you still get a performance boost that makes games look even better.

When peoples say that DLSS looks better than native, and I am part of those, they refer to games that use TAA

In no fucking way does DLSS beat MSAA for example in static comparison, the clarity of MSAA is out of this world. Even transformer model. Don't forget they always compare with TAA which is terrible IQ. The problem with MSAA or other non temporal AA is motion aliasing but even that is heavily reduced with resolution or other techniques added. More importantly they don't ghost or have disocclusion problems.



Look at Deus Ex, so much better and that was actually a good TAA implementation, there's a ton of games that butchered it, Halo comes to mind.

Most modern games rely on TAA to smear together what would otherwise be a dithered effect in the game, its used to hide so many things in fact, its disgusting. Thus the reason of existence of /r/FuckTAA because those games will age like shit in the future where you can just brute force resolution, disabling TAA even if forced because most engines force it on, means you're left with a fucking dithered mess. Unreal engine is one of the worst offender of these useless fucking « optimizations » that were allegedly there to save performances and we got nothing to show for it.

This is where OP will have a problem with 99% of modern games because they force the use of TAA, often times with half/quarter resolution effects dithered hell that even if they give you the option to turn off or if you force it off with a mod, it'll look like shit

Or games that require very sharp output to be readable such as flight sims. There's a reason why TAA/DLSS don't cut it for VR, they are blurry. Makes text on tiny cockpit switches or others unreadable. Anyone "lol" to OP clearly hasn't been playing sims.

I think KCD2 is the only game I can think of in the big hitters this year that is « TAA free » as in they don't dither the shit out of the game and still offer good AA with non temporal solutions. Hell, try AA off then SMAA before enabling temporal solutions, highly recommended

Never once while playing Kingdom Come Feliverance or Doom 2016 without TAA or DLSS/FSR I was thinking that I need them, never, it looks crisp and aliasing gone. Same for Donkey Kong Bananza lately, looks phenomenal and crisp on TV, for a slight aliasing once in a while but again, the game is not running 4K to begin with.

So I agree with OP 100%, but if game forces TAA then I prefer DLSS/DLAA transformer model.
 
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I would in some games if it wasn't because some VFX count on it being enabled to blur the dithering of the new effects. The games look worse because of that, I don't care about a little blurriness and barely ever notice any artifact so I'm ok with it most of the time, there really bad implementations but that's about it
 
After the revelations that TAA and these AI upscalers that use it make games a blurry mess. I've decided to turn TAA off in games and not use an upscaler.

Latest game bf6 doesn't seem to get much of a performance boost from upscaler anyway over native or if it does it's marginal. I tested switching between quality and performance.

I also gave the amd frame gen thing a try. While it did increase the frame rate, something felt completely off. Using a rtx 3070.

What say you gaf. Say no to blurry messes, say no to AI upscalers.

We want our graphics back.
Is this a revelation that you yourself had, and shared only with yourself?

In almost all cases, DLSS transformer model is demonstrably the sharpest and most effective form of antialiasing and image reconstruction in existence.
 
Such retarded takes on Gaf. Some of you are like a bunch of old men who rejected the internet and other forms of progress.

The problem with MSAA or other non temporal AA is motion aliasing but even that is heavily reduced with resolution or other techniques added. More importantly they don't ghost or have disocclusion problems.
The problem with MSAA is that it's old as shit and doesn't play nicely with deferred renderers at all.
 
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Is this a revelation that you yourself had, and shared only with yourself?

In almost all cases, DLSS transformer model is demonstrably the sharpest and most effective form of antialiasing and image reconstruction in existence.

*when compared to "native" aka TAA

I feel you guys omit this little fucking detail.



MSAA is cleaner than even DLAA transformer for same performance roughly at 8x

Some of you are eating scoops of DF temporal sauce along with Nvidia marketing sprinkles a tad too much

DLSS is only a good solution to the fucking TAA mess

You guys bought expensive 4K OLED TVs but image clarity loss from TAA would slap you in the face and you wouldn't know it. TAA basically made your 4K useless. It's blurred. You're missing details even, some damning implementations out there. There's a reason why this exists

yj0fgyp5yf9f1.jpeg
 
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After the revelations that TAA and these AI upscalers that use it make games a blurry mess. I've decided to turn TAA off in games and not use an upscaler.

Latest game bf6 doesn't seem to get much of a performance boost from upscaler anyway over native or if it does it's marginal. I tested switching between quality and performance.

I also gave the amd frame gen thing a try. While it did increase the frame rate, something felt completely off. Using a rtx 3070.

What say you gaf. Say no to blurry messes, say no to AI upscalers.

We want our graphics back.
No because modern games are designed with a taa solution in mind otherwise the game is filled with artifacts, aliasing and high frequency noise. The solution is to have a higher resolution for DLSS /FSR4 to upscale from. Running the game at 1440p with DLAA (native) looks vastly better than running the game at 1080p with DLSS performance.
 
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Such retarded takes on Gaf. Some of you are like a bunch of old men who rejected the internet and other forms of progress.


The problem with MSAA is that it's old as shit and doesn't play nicely with deferred renderers at all.

Even SMAA Tx tweaked in KCD 2 slaps your AI upscalers

Dude, I've been called nvidia shill how many fucking times on this forum? You know.

DLSS/TAA have a shitload of problems

TAA is legit the worst thing to have happened to modern graphic fidelity. You'll realize it one day. I was like you once, innocent.
 
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*when compared to "native" aka TAA

I feel you guys omit this little fucking detail.



MSAA is cleaner than even DLAA transformer for same performance roughly at 8x

Some of you are eating scoops of DF temporal sauce along with Nvidia marketing sprinkles a tad too much

DLSS is only a good solution to the fucking TAA mess

You guys bought expensive 4K OLED TVs but image clarity loss from TAA would slap you in the face and you wouldn't know it. TAA basically made your 4K useless. It's blurred. You're missing details even, some damning implementations out there. There's a reason why this exists

yj0fgyp5yf9f1.jpeg

Forza Horizon 5 is basically the best case scenario for MSAA due to it using a forward renderer, and even then DLSS4 (DLAA) still has advantages over even MSAA 8x.
 
Even SMAA Tx tweaked in KCD 2 slaps your AI upscalers
Dunno about KCD2, but SMAA is usually mediocre. It was always the cheap solution to things like MSAA or SSAA when they were viable.
Dude, I've been called nvidia shill how many fucking times on this forum? You know.

DLSS/TAA have a shitload of problems

TAA is legit the worst thing to have happened to modern graphic fidelity. You'll realize it one day. I was like you once, innocent.
TAA is garbage, but talking about MSAA in 2025 is just insane. It isn't dead because we don't like it. It's dead because it's dated and barely works with modern rendering technologies.
 
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TAA is the worst problem for image quality in modern games.
Yes, it reduces shimmering. But it adds to many problems, such as disocclusion artifacts, temporal ghosting and a ton of blur.
FSR4 and DLSS4 are a significant upgrade to TAA, though they still have some issues.
 
Forza Horizon 5 is basically the best case scenario for MSAA due to it using a forward renderer,

Not my fucking problem

If all devs massacred image quality with dithered effects for TAA to solve, deferred rendering for allegedly better performances but don't even come close to FH5 graphics in the end then devs are truly fucking dumb.

Half-Life Alyx also comes to mind with way better graphics than majority of games out there running on potatoes

and even then DLSS4 (DLAA) still has advantages over even MSAA 8x.

Hard disagree

Never gonna take disocclusion problems with ghosting if a solution exists without it.
 
Dunno about KCD2, but SMAA is usually mediocre. It was always the cheap solution to things like MSAA or SSAA when they were viable.

SMAA is not as good as SSAA or MSAA, but it's still a lot better than TAA, FXAA and TXAA.
It's advantage is that it is very fast. And for that and for actually improving image quality, it's a great form of AA.

TAA is garbage, but talking about MSAA in 2025 is just insane. It isn't dead because we don't like it. It's dead because it's dated and barely works with modern rendering technologies.

Yes, MSAA has been made obsolete by deferred shading techniques. But that is a real shame, because it was the best AA method, with great image quality and better performance than SSAA.
People seem to forget how good image quality was in the "old" days, how good games could look with MSAA.
TAA is absolute dog shit, and it's a real shame that so many studios changed to it.
Instead of investing money and time investigating in TAA, studios should have invested in alternate implementations for MSAA that are compatible with deferred shading.
 
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Not my fucking problem

If all devs massacred image quality with dithered effects for TAA to solve, deferred rendering for allegedly better performances but don't even come close to FH5 graphics in the end then devs are truly fucking dumb.

Half-Life Alyx also comes to mind with way better graphics than majority of games out there running on potatoes



Hard disagree

Never gonna take disocclusion problems with ghosting if a solution exists without it.

Papi Buggy for the love of God. You know 100% that MSAA can't remove specular aliasing and on top of it, the performance impact is terrible if you want good results. This combination of issues are terrible for modern games with high polygons and complex geometry

Please let's be serious here, DLAA, DLSS and even TAA are vastly superiors if you are bothered by any sort of aliasing or noise. Yes, I can admit that sometimes certain TAA implementations are not great (RDR2 comes to my mind) but lets be real, MSAA does not get rid of aliasing and it's an ancient technology at this point and that's why it dissapeared. Hell even DLDSR is better and more efficient at this point

Saying otherwise is just misleading or not wanting to accept reality
 
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Papi Buggy for the love of God. You know 100% that MSAA can't remove specular aliasing and on top of it, the performance impact is terrible if you want good results. This combination of issues are terrible for modern games with high polygons and complex geometry

Please let's be serious here, DLAA, DLSS and even TAA are vastly superiors if you are bothered by any sort of aliasing or noise. Yes, I can admit that sometimes certain TAA implementations are not great (RDR2 comes to my mind) but lets be real, MSAA does not get rid of aliasing and it's an ancient technology at this point and that's why it dissapeared. Hell even DLDSR is better and more efficient at this point

Saying otherwise is just misleading or not wanting to accept reality

FH5 debunks any nonsense you just said papi. Go back to siesta. High geometry and complex rendering. It has it all. It's one of the best looking racer still to this day.

Valve solves your issue with MSAA by clamping the specular response at the material level and is implemented in pipeline

Half life alyx is full of spéciale highlights and looks clean as fuck with MSAA

There is no world TAA wins this one

It's incredible how DF did a number on you guys. I'm shocked graphic fidelity peoples let TAA creep in every fucking games
 
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No. I take slight blurriness over shimmering edges and flicker any day. Also, DLSS with sharpening options are often present. I often take a softer look.
 
FH5 debunks any nonsense you just said papi. Go back to siesta. High geometry and complex rendering. It has it all. It's one of the best looking racer still to this day.

My man, FH5 has tons of aliasing in cars when using MSAA. You can see aliasing in the car in front of you constantly which is why people constantly complained until they introduced TAA and DLSS, which entirely removes this problem

I think the problem you have is that aliasing for you is not an issue and you prefer clarity over cleaned edges.

Besides the fact that I gave you a known fact, MSAA doesn't remove specular aliasing and you call it nonsense, tells me your argument is just weak and biased

This problem is so well documented that this is why developers started looking for temporal reconstruction solutions so they could fight against aliasing.

Here Alex explains really well the limitations of MSAA

 
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You can't just turn them off and expect perfection as they are being used to hide facts like the the game is actually being rendered in low quality 720p and has lots of ugly visual artefacts that need to be smeared out, processed by AI, sharpened, and so on.
 
Playing at 1440p with DLSS balanced on BF6 I was getting an extra 20+fps. To my eyes, it's worth turning DLSS on as the difference isn't enough for me to complain, I thought it looked fantastic.
 
.Besides the fact that I gave you a known fact, MSAA doesn't remove specular aliasing and you call it nonsense, tells me your argument is just weak and biased

This problem is so well documented that this is why developers started looking for temporal reconstruction solutions so they could fight against aliasing.

Read my post edit above on Valve's solution

Your issue is moot

And I would take a few more aliasing over smearing/ghosting disocclusion mess

THAT is well documented back and forth.
 
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