Graphical Fidelity I Expect This Gen

Yes, TAA works better as an AA solution than SMAA. But it's side effects are much worse.
And because SMAA doesn't ruin image quality, especially in motion, it's the better option of the 2.

DLSS4 and FSR4, though having the same basis as TAA, have results that are so much better, than they could almost be considered different technologies.

Between SMAA and TAA, TAA is the clear winner. We can debate whether certain TAA implementations are better or worse, but for anyone bothered by aliasing, especially specular aliasing, SMAA is essentially useless. It doesn't do shit

I'll take some blurring over jaggies any day of the week.
 
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Yes, TAA works better as an AA solution than SMAA. But it's side effects are much worse.
And because SMAA doesn't ruin image quality, especially in motion, it's the better option of the 2.

DLSS4 and FSR4, though having the same basis as TAA, have results that are so much better, than they could almost be considered different technologies.

Between SMAA and TAA, TAA is the clear winner. We can debate whether certain TAA implementations are better or worse, but for anyone bothered by aliasing, especially specular aliasing, SMAA is essentially useless. It doesn't do shit

I'll take some blurring over jaggies any day of the week.

In the end it's about what bothers you more: shit ton of aliasing (shader aliasing is the worst) or blurred image with potential for ghosting artifacts. For me it's the first thing.

But DLSS4 (FSR4 as well) fixes most of the TAA issues and present image with great sharpness (but not oversharpened), reduced (or zero) ghosting and good anti aliasing.
 
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no one tell him a Ubisoft studio was the first to do motion matching.

I really like the mocapped animations in AC Shadows as well. Yes, they are all canned but there are so so many of them.

Logging in to see what they've done here. The Behind the Scenes preview footage showed them adding a lot of different animations promising to rework the whole game from scratch. So its a bit odd to see the floaty animations.
And how many games have they used motion matching in? Is it still just the single one after almost an entire decade? And are the results significantly worse than the other studio that has used motion matching?
 
Shame that the game is so fucking boring
I got to the second area, the savannah, and realized that the gameplay was just more of the exact same stuff. And it would continue in that way when I opened the other areas so I gave up. The first area was somewhat fun if repetetive. The NPCs were as interesting as dried paint though. One of the most gorgeous games on PS5.
 
I got to the second area, the savannah, and realized that the gameplay was just more of the exact same stuff. And it would continue in that way when I opened the other areas so I gave up. The first area was somewhat fun if repetetive. The NPCs were as interesting as dried paint though. One of the most gorgeous games on PS5.

Same here. I arrived to the second area and gave up
 
You people must have sharpness set to 3000, i haven't used AA in years...all my past 3-4 tv with sharp at 0 had basically no jaggies in most games.

Last 2 with jaggies were probably wukong and horizon 2 at launch that were razor edge sharpened to a fault...

But when i used it, smaa was my way to go.
You don't use dlss?
 
I'll take some blurring over jaggies any day of the week.
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Some third person gifs of Avatar. It's pretty cool to see just how much more you can actually see in every frame thanks to the third person view. yes, its not intimate or immersive or whatever you want to call the first person view, but i feel like im much more grounded in the world now thanks to having my character be an actual part of the scenery.

Oh and i ran into a random rock with some great detail and textures. Reminded of that ridiculous DF screenshot of blurry rocks thats posted here as proof that avatar has poor rocks. yeah, right.

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Standard TAA is still soft and blurry in motion even at 4k. DLSS is way better
the thing with TAA is that i honestly havent used it much since 2016 when checkerboarding came out on the ps4 pro.

Then i got an rtx card in early 2019 and dlss made TAA extinct. The only games ive played with TAA on were RDR2 and Shadow of Tomb Raider on the X1X which were native 4k and looked absolutely fucking pristine. Even Callisto on the PS5 which i think uses TAAU to upscale from 1440-1512p is pretty damn crisp.

I tried playing RDR2 at native 4k without any AA and it looked worse than DriveClub and Batman AK look on 4k screens. Just an extreme eyesore. If console gamers dont have DLSS or FSR or TSR to fall back on, i say TAA is the best solution. Batman AK at native 4k on PC looks perfectly fine and Im guessing it uses TAA.

So yes, Nintendo should be using TAA. That shimmering is way worse than any soft look the game might have which is unlikely anyway since the internal resolutions on these switch 1 games is so high.
 
Some more screenshots from Dying Light: The Beast in 4K Ultrawide (5160*2160 with DLDSR), Raytracing, DLSS 4 and Reshade on PC, this game is absolutely beautiful and full of details, almost photorealisitc in some scenes.
The Raytracing update for PC recently changed the visuals dramatically.


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You don't use dlss?
I'm more talking about pure AA methods, taa, fxaa, smaa, etc.

I consider dlss an upscaling method to improve resolution more than an AA tool to get rid of jaggies.

I don't use AA even when i play native 4k in the few games without dlss except for very rare cases.
 
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Not my fault if my tvs have already kinda of a soft image that hide the jaggies :lollipop_grinning_sweat:

Pc Monitors and people with sharpness not set to zero or maybe some brands of tvs like samsung probably have a more sharpened img.

My new oled is about to arrive so maybe the situation is gonna change.
 
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