mèx
Member

I just tried DLAA vs SMAA T2x on KCD2. As soon as you move with SMAA, you need to put some glasses on to make out pretty much anything. It's noticeably blurrier when standing still too.
That's a personal preference, but MSAA only anti-aliases geometry edges. So it does nothing for shader aliasing, seen particularly in elements like foliage or strand based hair. (Interestingly two elements not seen in HL:A)And I would take a few more aliasing over smearing/ghosting disocclusion mess
Buggy Loop Threat Interactive, is that you?
I just tried DLAA vs SMAA T2x on KCD2. As soon as you move with SMAA, you need to put some glasses on to make out pretty much anything. It's noticeably blurrier when standing still too.
I didn't say it was your problem did I? I was just pointing out a factual reality of modern game engines. Forza and Half-Life look good but I can think of many modern games that simply look better, especially Forza 5 as it is starting to show its age.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.
*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
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Because with real time ray tracing devs often have to make practical decisions to keep the performance acceptable like locking to low resolutions and upscaling and using low quality ray tracing which leaves lots of visual noise. They cross their fingers and hope that TAA and AI upscaling will magically fix this so that nobody notices.but why would anyone play at such low res native? I can play native 1440p.
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.