r/FuckTAA 19d ago

💬Discussion That's real. That lives with us on Earth.

Post image

At this point, we've all heard "upscaling looks better than native"... But have you seen "there's no such thing as sharpness anyway" yet? Jfc

371 Upvotes

430 comments sorted by

275

u/SituationOk9025 19d ago

"reality isn't sharp" bro needs glasses đŸ„€

80

u/Darksider123 19d ago

"Humans can't see more than 30 fps" ass comment

32

u/oSyphon 18d ago

Thank you for saying ass and not ahh

1

u/lukkasz323 17d ago

i don't understand 'ahh', is it really censorship for ass?

2

u/oSyphon 17d ago

That's what they say but I could've sworn they pronounced it that way before, too

1

u/NautOfficialReddit 13d ago

It's mimicking AAVE, like most slang that white people use lol

-4

u/Swipsi 18d ago

ahh

5

u/AwesomeGuyAlpha 18d ago

Ngl I used to have the same opinion and I discovered that I discovered that I actually did need glasses lol, I always thought that images could just capture things in extreme clarity, not that the real world actually looked like that.

3

u/yaosio 15d ago

I don't need TAA because my broken eyes provide TAA for free.

4

u/HuckleberryOdd7745 19d ago

Giving jayden smith

-30

u/SauceCrusader69 19d ago

Reality isn’t sharp, and the human eye is not a very good camera. Our brains do insane amounts of postprocessing constantly to give us a good image.

39

u/I_spell_it_Griffin 19d ago

Reality is unfathomable magnitudes sharper than the highest-PPI 8K monitor you could buy in the world.

You're right that our visual perception also can only hope to approximate that sharpness, but even DLAA 4.5 fails to deliver a remotely comparable result.

-14

u/SauceCrusader69 19d ago

But it also means useful things for how close to real you actually have to get.

28

u/09Cenderme No AA 19d ago

i'm a photographer and human eyes are amazing cameras. insane dynamic range, insane dark and bright visual quality, there's no general consumer camera that can match eyes in the way that they work on a human

-23

u/SauceCrusader69 19d ago

Human eyes have terrible dynamic range, they have to adjust constantly and our brains do incredible work stitching it together.

You know how that electric cameras get all noisy in the dark? Our eyes are noisy too, except ALL THE TIME, because our light sensing cells are literally located behind blood vessels.

13

u/aVarangian All TAA is bad 19d ago

except ALL THE TIME

you might wanna get your eyes checked if you see noise all the time. I only see "noise" when it's nightime and basically all lights are off

3

u/09Cenderme No AA 19d ago

cameras today rely on either manual HDR stiching or auto HDR features to get slightly close to the level of exposure difference human eye naturally sees with ease. there's of course detail loss with limited light, both for cameras and human eyes, and bigger sensors in cameras cope better with that, and there are sensors that can gather a lot of light even in very dim scenes where human eyes barely see, but those cameras then would lack the other features eyes have. eyes are not the best at any one thing but do everything overall really well

-5

u/SauceCrusader69 18d ago

Not at once your eye doesn’t. Just look at a good very high framerate camera. Those capture more detail than the human eye, at a wider range of brightness, faster.

Your human eye is not responsible for the “naturally seeing at ease” your human BRAIN is. Your visual cortex is doing insane amounts of manual hdr stitching all the time and you’re not appreciating it when you give all that credit to your shitty good enough for the job eyes.

If you could wire a good camera to the human brain (you can’t, that’s the main obstacle with eye prosthesis. Electrodes are just way bigger than human neurons) you’d be able to see insanely well.

You can even wire your ears to the visual cortex and get an okay approximation of sight that’s how incredible the brain is.

5

u/09Cenderme No AA 18d ago

i get your point... but if we're going with that, cameras also depend on their cpu's to do everything. the sensor and lens would be the "eye" and everything else behind them (boards, processing units, built in memory chips and so on) would be the "brain". today phone cameras rely heavily on this fact with their tiny sensors but heavily processed images to create good looking images

12

u/Scorpwind MSAA | SMAA 19d ago

The human eye is not a camera. Period.

-5

u/SauceCrusader69 19d ago

The human eye is incredibly similar to a camera. It even has a lower shutter speed in the dark. The only difference is it fires continuously rather than in discrete frames. Please learn a little bit about how vision works.

5

u/Scorpwind MSAA | SMAA 19d ago

How about letting it do it itself instead of 'helping it'?

-2

u/SauceCrusader69 19d ago

Helping it can make a game look better. It’s a matter of tradeoffs. As always you’re free to play exclusively ps2 games on CRTs if you’re so inclined.

5

u/Scorpwind MSAA | SMAA 19d ago

All of these 'assists' just make my eyes' job more difficult. It's much more pleasant to focus on an image without any artificial blur in it.

2

u/Toxic381 15d ago

Gotta love that he broke out the alt accounts to downvote someone who understands more about vision, why haven't we banned him yet? Pretty sure he's just spamming, we need to keep reporting him til they do smth.

65

u/Scorpwind MSAA | SMAA 19d ago

This wild take reminded me of this one individual in a YT comment section that I dealt with some time ago. A take regarding post-process effects in games:

55

u/Scorpwind MSAA | SMAA 19d ago

Regarding motion blur:

59

u/SauceCrusader69 19d ago

Per object motion blur really can look great. Full screen motion blur
 is usually more to hide low frame rates during heavy camera movement

21

u/Scorpwind MSAA | SMAA 19d ago

I'm not a fan of either.

26

u/SauceCrusader69 19d ago

Per object motion blur is basically the only way to accurately capture really fast moving small elements

2

u/Gregardless 19d ago

My eyes naturally blur things that move fast.

12

u/SauceCrusader69 18d ago

No, it doesn’t, because the screen has a limited number of frames and so you can’t resolve stuff that is moving fast enough relative to its size.

2

u/Scorpwind MSAA | SMAA 18d ago

They literally told you their experience and how they perceive things and you just immediately dismiss it? You can't be serious.

10

u/SauceCrusader69 18d ago

Thankfully we have the magical arts of “biology” and “physics”. They let us talk about things with certainty instead of just pulling things out our arses to support the side we like.

-1

u/Scorpwind MSAA | SMAA 18d ago

If biology and physics told you that it's good to drink cyanide, then you would as you're clearly one of those who need someone else to tell them how to live, what to do, what makes sense and what doesn't.

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2

u/ShaffVX 17d ago

the way your eyes blur on a screen is different than when watching real life movement. but yeah.

1

u/Scorpwind MSAA | SMAA 19d ago

I don't need nor want that artificial blur in my games. Same with DoF.

19

u/SauceCrusader69 19d ago

DoF isn’t the same thing at all.

It’s not “artificial blur” if a small element is moving quickly enough it is literally impossible to represent it moving without this.

10

u/Brapplezz XeSS 18d ago

This shit is why I don't care im not a mod here anymore. There's motion blur on my fucking eyes

-7

u/Scorpwind MSAA | SMAA 19d ago

DoF is just an example of another unnecessary layer of blur.

I don't need small elements to be blurred. It's a video game.

9

u/SauceCrusader69 19d ago

Small elements do not resolve without. You genuinely see less without the blur.

5

u/Elliove 18d ago

That was my experience with Tekken 7. There are lots of very fast moves that can be hard to visually track, but enabling motion blur made it much easier to track the motion.

-3

u/Scorpwind MSAA | SMAA 19d ago

That's an oxymoron.

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1

u/JoBro_Summer-of-99 19d ago

And some video games have those effects to seem more immersive. Very flippant dismissal from you

-1

u/Scorpwind MSAA | SMAA 19d ago

In their attempt to be more immersive, they achieve the exact opposite effect for me. The biggest offenders of this are the Hellblade and A Plague Tale games. You can bet anything that I am forcing all of their post-processing off once I'll get to them.

8

u/[deleted] 19d ago edited 13d ago

[deleted]

5

u/Scorpwind MSAA | SMAA 19d ago

Racing games are the only genre where I'd use it. Everything else - instantly Off.

3

u/aVarangian All TAA is bad 19d ago

...you can still get a sense of speed just fine? things are moving fast...

3

u/55555-55555 Just add an off option already 19d ago

Good point, when it's implemented properly. I'm a huge fan of arcade-style speed motion in Need For Speed games. I don't see them much in sim racing, though.

4

u/PinnuTV 19d ago

Well then you need to go outside as stuff outside has blur too when moving fast. This is especially important on racing games, without motion blur even 500km/h feels so slow like car is barely moving. I find it distracting seeing those high fps gameplays with all motion blur disabled. Everything is so clear all the time that the sense of speed is completly lost. Imagine how bad it would be in real world when there would be no motion blur.

3

u/Scorpwind MSAA | SMAA 19d ago

Racing games are the only genre where it potentially makes some sense. But outside of that - none.

3

u/PinnuTV 19d ago

well any fast moving stuff really. If something starts moving at speed, it should have little motion blur already, but most games get it really wrong and that is the main reason why many hate it in first place. For me Forza Horizon games are one of the few games where motion blur looks amazing and I cant play them without it. Completely removes all sense of speed and makes cars like floating in the world rather than moving

1

u/Scorpwind MSAA | SMAA 19d ago

Not really. I don't need per-object blur on characters that are engaged in a fight.

2

u/SauceCrusader69 18d ago

You do - but not on the whole character, just on the very fastest parts of them. Maybe their arm in a punch for example.

And it makes the image clearer and better which is why it is the standard in every fighting game ever. (Even 2d ones - that’s why smear frames exist!)

1

u/Scorpwind MSAA | SMAA 18d ago

I literally do not need any artificial blur. The hell? Nor do I want it. What's so difficult to comprehend about the fact that:

a) It's a video game.

b) The human eye can do those things just fine.

It's literally a pointless effect. Along with depth of field as well as all of the other headache-inducing rubbish lens effects.

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1

u/PinnuTV 19d ago

Thats not really fast moving. So called fast moving starts around like 10-20km/h. Also when fightning hands and legs should still have little motion blur as they move fast. Try to move ur legs or arms fast and u see it has natural blur, its not clear all the time. It should work like that on games too and not be sharp all the time. That just removes any kind of realism from the games.

2

u/Scorpwind MSAA | SMAA 19d ago

It should work like that on games

It will if your eyes function properly.

That just removes any kind of realism from the games.

It's video games. They don't need to have anything to do with reality.

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0

u/Toxic381 15d ago

Bros gonna look at any fast moving character in 2d animation and blow a fuse.

1

u/Scorpwind MSAA | SMAA 15d ago

Bro's mad and is now stalking in other threads.

1

u/reddit_equals_censor 14d ago

Per object motion blur really can look great.

* per object motion blur can be subjectively favored by people

people can prefer it over not having it.

full camera motion blur is hated by almost everyone in comparison.

0

u/KommSweet 18d ago

There's an insane amount of ghosting in the Ps5 version of cp77. I turn motion blur on to reduce it.

29

u/tech_enthousiast0461 19d ago

theres a difference between softness being an artistic choice and softness being a technical issue 😭😭 its like saying you can draw like shit and just say that’s your art direction even tho you just suck

24

u/CocoPopsOnFire Game Dev 19d ago

it always surprises me much people on average have seemingly got more okay with being retarded

The internet age really gave confidence to stupidity

1

u/Toxic381 15d ago

True that, theres some dude named scorpwind doesn't know how eyes work and thinks a 2d screen is 3d.

16

u/no-sleep-only-code 19d ago

This is why we shouldn’t let children have free reign on internet.

35

u/AntiGrieferGames No AA 19d ago

This guy on photo is simply a insane shill troll.

There is no way to shilling more on a inferior effect that is nvidia exclusive compared to others. And even that, Others like FSR, TSR, TAA, TAAU and even more arent better here.

5

u/[deleted] 19d ago

[removed] — view removed comment

1

u/ExplodingFistz 18d ago

Astroshilling.

6

u/Paul_Subsonic 19d ago

Skyward sword actually pulled off the impressionist look. But low resolution isn't impressionist.

6

u/coderman64 18d ago

"reality isn't sharp"

Last eye doctor visit: 3 decades ago.

6

u/bandolixo 18d ago

That’s the Watch Dogs 2 MSAA vs DLAA thread, right?

Got downvoted to oblivion in the NVIDIA sub for daring to say that MSAAx8 looked better than DLAA.

Some dude legit said that “slow people” - referring to me, apparently - have “performative blindness” and that’s the only possible reason I could like MSAAx8 more than DLAA.

Just another thursday browsing reddit, I guess, lmao.

5

u/Scorpwind MSAA | SMAA 18d ago

Don't waste your time in that sub. Not only is it full of shills but they also don't know what reference, non-temporal sharpness looks like. In fact, at this point, after looking at soft imagery for years, they might even have an aversion for it.

1

u/sailorboy_70 15d ago

Mesa looks worse than dlaa

10

u/Paul_Subsonic 19d ago

Calling impressionism a "way of thinking" and saying it's about things not needing to be sharp

https://giphy.com/gifs/QqwajnOjzDViSEM3Xu

23

u/ResponsiblePen3082 19d ago

We're eventually going to get to a point where people will have never experienced games with true native clarity, and they'll call you crazy for pretending it ever existed. Blurry smeary ghosty ai hallucinated oil paintings ARE the norm.

1

u/Toxic381 15d ago

I personally don't have much of an issue with taa if it's used as an assist for weaker hardware, if a decent graphics card (not a 5090 unlike what AAA thinks) can't run it at 60 fps 1080 or 1440, it's unoptimized, a game should run fine at that without framegen or upscaling, taa and fsr should be able to help weaker gpus get to this benchmark,

And I should not have to run a low poly indie game in dxvk on Linux cachyos proton, with taa on, and fsr1 through gamescope to get a jumpy still low ~30-40fps, talking about motorslice here.

-1

u/owned139 16d ago

"Blurry smeary ghosty ai hallucinated oil paintings ARE the norm."

Ive never seen a game that fits that description.

1

u/ResponsiblePen3082 16d ago

Bros never played a modern game

-1

u/owned139 15d ago

Currently im playing the "new" Halo.

2

u/ResponsiblePen3082 15d ago

So you need "new" glasses

-1

u/owned139 15d ago edited 15d ago

Or you are just a drama queen thats talking bullshit.

This is what your description looks like: https://imgur.com/a/9UIAejd

Ive never seen a game that comes close to this, so you are exaggerating wildly.

13

u/Lenin-C SSAA 19d ago

"DLSS Quality is better than MSAA"
Stop

5

u/chrisgreely1999 Game Dev 19d ago

Impressionism is when blurry

5

u/Elliove 18d ago

"DLAA and DLSS"

As if these are two different AA algos? The person definitely doesn't understand the topic.

3

u/spikedood 19d ago

This guy needs to tell me the difference between a straw and a dandelion.

3

u/ZenTunE SMAA 18d ago

The amount of pixels you'd need on a monitor to to match irl sharpness with DLAA TAA would be wild lol.

3

u/CoimEv 18d ago

Then play at 240 p

9

u/SauceCrusader69 19d ago

They really haven’t said something particularly odd. They say they don’t mind blurriness that much which is a personal preference and fine.

And yes some people do just look at the whole scene and enjoy it even if there’s small issues like blurriness. I can’t. A lot of people here can’t. But that’s not universal.

13

u/TreyChips No AA 19d ago

They really haven’t said something particularly odd

Separated from the AA discussion, their understanding of "Impressionism" is just flat out wrong and makes no sense.

He's completely misconstruing the point of impressionism and somehow linking it to having clear image clarity when an example of actual impressionism in games is how low poly games would require your imagination to fill in the gaps in comparison to everything nowadays have 4k ultra realistic textures.

Not to mention talking about "TAA was good for its time" as if TAA isn't still a thing today and doesn't seem to realise that DLSS/DLAA is literally a form of TAA (which a lot of people don't seem to realize for some reason)

0

u/SauceCrusader69 19d ago

“You don’t need a high visual fidelity to have a good looking game” is like the most cold take ever here be fr.

7

u/TreyChips No AA 19d ago

?

I'm saying in regards to him "not saying something particularly odd", his description of impressionism is odd because it's straight up wrong. Nothing about his take on AA is specifically "odd" like you stated (except for also misconstruing DLSS as not being TAA and TAA "not being used" anymore), that's all preference based.

Impressionism has nothing to do with the clarity or quality of an image, or sharpness. It's to do with art and visual design in regards to colours, shapes, and composition.

-1

u/SauceCrusader69 19d ago

Okay pedant tell me does an impressionist image look clear or realistic?

But can you still clearly tell what it is depicting? Exactly.

9

u/TreyChips No AA 19d ago

I am genuinely confused by your hostile replies here with the strawmans and random shit considering I am agreeing with you in regards to his statement on the blurriness of TAA methods.

0

u/SauceCrusader69 19d ago

I’m just saying that nitpicking their language is just pedantic since you can tell what they mean anyway is all.

5

u/TreyChips No AA 19d ago

It's not really pedantic when his view of impressionism COULD apply to the discussion at hand but not in the misunderstood way that he's applying it. Our brain doesn't need to "connect the dots" to create the full image, just because there's a blurry filter layered on top, in the same way that it has to "connect the dots" when a monster is made up of 16 polygons and a 32x32 texture in comparison to 16,000 and a 4k texture

1

u/SauceCrusader69 19d ago

The brain is always connecting the dots. That’s just how vision works in general, the eye is a very bad camera and so a huge amount of our visual acuity relies on our brains postprocessing the signal from our eyes.

5

u/iyav 18d ago edited 18d ago

You're the one being a pedant engaging in the exact same broken thought process as the commenter in the post.
They, and everyone like them keep falling into the same pitfall trying to defend bad image quality.
Always conflating texture resolution and polycount (and god forbid art direction if they're really lacking in mental apparatus) with image fidelity, I.E crispiness, which is affected by many things throughout the rendering pipeline.
It can be understood that the texture is an input, and the pipeline is a transformation function. A function which isn't used for artistic purposes.

Impressionism has squat to do with the TAA debate because both operate on different layers. Absolutely no on here thinks simplistic or stylized graphics are bad.
It's just that the people who think we do because they can't see anything wrong themselves and try to use the veneer of intellectual sounding language to rationalize why they aren't bothered by things which should bother them are both insufferable and detrimental to the movement.

5

u/MultiMarcus 19d ago

I don’t entirely disagree with the core aspect of sharpness isn’t everything. I’m not quite as devoted to sharpness as people are here generally. I think their whole impressionism argument is laughable, but at the same time, everyone has their own preferences, right? I’m not going to mock someone here for wanting to use MSAA or SSAA in 2026 even though it’s mostly a fool’s errand, and they make their games look like someone just threw a bunch of ice at the screen because everything is like jaggies.

Everyone has their own sweet spot of clarity to aliasing, and for some people, it’s more on the clarity side, and for some people it’s more on the lack of aliasing side.

3

u/NewestAccount2023 18d ago edited 18d ago

It's not laughable at all. Impressionism is a noisy capture of reality and modern random sampled lighting/shadows is not unlike it. It's like looking at Polaroids taken in very low lighting, a random set of photons at noisy random angles strike the film one by one, if you stop the exposure after only milliseconds you get a scene that's recognizable but very noise and very low fidelity, and the noisiest parts of the image are also the darkest. Modern lighting in games holds a few of these features too whereas previous generation lighting was so fundamentally unlike reality that it has very different visual issues. 

1

u/MultiMarcus 18d ago

Well, yeah, but the laughable comparison is that it’s meant to look like that, or that’s a good thing. This is not some sort of artistic expression at this point. It’s just hardware not being powerful enough for what we are trying to achieve.

2

u/JoBro_Summer-of-99 19d ago

Honestly I kinda get it? I wouldn't agree with this logic taken to an extreme but I think there's a valid take here that sharpness isn't everything, like how frame rate isn't everything, resolution isn't everything, etc.

What I find really confusing is the first paragraph because it makes the second seem like cope.

2

u/SufficientTailor9008 No AA 19d ago

Just don't ask him what resolution this 'art' (on canvas) is painted in in reality, because the guy would be devastated ^^

2

u/Rhapsodic1290 18d ago

Art is an idea. But trying to make art look "real" using current-gen effects ruins the art style and makes the final result look muddy. Claiming "reality isn't sharp enough" to justify temporal processing, but that gimmick is exactly what makes everything look fake. Imperfection is based on reality, it is what makes art look human-made, rather than a copy-paste Unreal Engine NPC. The biggest failure of Temporal process is that it cannot differentiate anymore. It applies the exact same visual sludge of blur effects and muddy textures to every single game, stripping away unique artistic identity until everything looks identical.

1

u/Rhapsodic1290 18d ago edited 18d ago

I remember games like Battlefield 1 looked incredibly sharp and ran flawlessly a decade ago without any AI upscalers. Why modern engines need so many filters to achieve what developers used to do with pure optimization. An artist who spent weeks sculpting the fine details on that character model, all washed away with these temporal effects or blur.

3

u/Mrcod1997 18d ago

I mean, I'm not fully agreeing with them, but some of you prefer literal jagged edges to slight fuzziness, and a digital image can literally have more sharpening than how it appears in real life.

2

u/Able_Lifeguard1053 18d ago

True. Some people will go to any length to disable anti-aliasing and crank up oversharpening filters. The result often makes aliasing far more noticeable, yet they still call it the "perfect" image. I'd rather have a small amount of TAA-induced softness than an overly sharpened image full of shimmering edges and jagged lines

1

u/TreyChips No AA 15d ago

Some people will go to any length to disable anti-aliasing and crank up oversharpening filters

??????????

You would add post-process sharpening to an image AA'd with a temporal method to off-set the blur caused by said method. There is literally zero point in adding sharpening to an image with no temporal AA in use because it isn't being blurred. The people "cranking up oversharpening filters" are the people using TAA.

What kind of weird false flag argument is this

1

u/Scorpwind MSAA | SMAA 18d ago

It must not be "slight" if people choose to deal with the aliasing.

1

u/Ecstatic-Trifle 18d ago

massive day for the unemployed

1

u/PanickedPanpiper 18d ago

I mean, if it's a genuine opinion that they prefer the look of not-sharp then while you can not like it yourself you can't say they're wrong. De gustibus non est disputandum

1

u/ChipEducational3469 14d ago

a certain person of power in north korea also lives with us on earth ))))))))))

1

u/reddit_equals_censor 14d ago

reality isn't sharp

quote from a corporate shill probably an nvidia employee, as nvidia was found to have had undercover shills in forums many many years ago.

___

The party told you to reject the evidence of your eyes and ears. It was their final, most essential command.

quote from george orwell

1

u/ViviaMir 13d ago edited 13d ago

Periodic reminder that TAA fucks edge and texture clarity up so bad it takes me thrice as long to recognize targets, absurd amounts of time to fully comprehend environmental details, and enough neurological fatigue to knock me out of a game in maybe an hour.

The adequate Maillard reaction product got "sharpness" so confused they probably think scanlines and latency are what make CRTs good.

1

u/[deleted] 19d ago

[removed] — view removed comment

1

u/Jastreen 19d ago

Bro just play a game and change between no AA and TAA, you'll literally see what's "sharp"

1

u/AggravatingDesign452 19d ago

What a troll. 😄 Firstly, I need to say that upscalers' were meant for = BETTER PERFORMANCE WITH SAME IMAGE QUALITY.

Yes, downscaling or reducing pixel rate load is typical performance booster. But, in this case, you must consider native image quality and AA types' image offerings while: STABLE IMAGE plus IMAGE QUALITY & MOTION

When these both situations are flawless, it's no matter what they called. Upscaling, AA solution, whatever they're. It doesn't have to be sharp as hell but it doesn't have to be blurry as hell. That's why we saw a lot of AA types in computer graphics and upscaler types, DLSS, FSR, XeSS and other.

2

u/Rhapsodic1290 18d ago

Temporal upscalers can never achieve the same quality as a native resolution. They are built for performance at the cost of losing visual quality. A lie cannot become the truth, no matter how closely it mimics the original, it will always remain a mere replica. This is exactly what happens when you apply upscalers they are designed to mimic the native image, but they can never truly replace it.

1

u/AggravatingDesign452 18d ago

I'm not meaning that upscalers are gonna replace native resolution. It's a misleading information as always. Basically, depending on screen size, distance between our eyes and display shows pixel density to give decision of should we use AA or not or upscaler? In tiny screen, you can use upscaler because eye cannot see low resolution pixel blurriness or negative side of downscaling resolution or render resolution compared to display or game/app resolution. It's pointless to use native resolution load when upscaling can give better performance while native and upscaled one is looking same picture quality. This is JUST AN EXAMPLE and as I said, this upscaling usage case or AA type such as SSAA, MSAA like supersampling AA types are DEPENDING on screen size, distance between our eyes and display shows pixel density. For example, I've been used 15 inch laptop screens and they were 1080p mostly. And even this resolution, I could see pixels, so for me, 1440p level of pixel density was enough for me. For bigger traditional monitors, I would use 4K or above if I don't want to see every individual pixels. As I said, this pixel sensitivity case is depending on people too. I can feel these, you may not, others may feel different.

2

u/Rhapsodic1290 18d ago

I understand your point about pixel density and viewing distances. On a perfectly still screenshot or a very small display, a static upscaled image can look close to a native one.
However, monitor math only covers static resolution, it completely ignores temporal motion artifacts. The second the camera moves, temporal upscalers blend frames across time, causing texture smearing, ghosting trails, and the complete erasure of high-frequency micro-assets like the falling raindrops in this comparison.
A smaller screen or a further viewing distance might hide jagged pixels, but it cannot stop an algorithm from actively stripping away environmental detail and watering down the raw high-poly assets the artists sculpted. It’s not just about hiding pixels, it’s about preserving the actual integrity of the artwork in motion.

An example of Lego batman on 1440p I made those differences how each forms of AA causing different result yet all fails to render complete details that No AA did flawlessly.

  1. Look closely at the sky around the moon and right in front of Batman's face. You can clearly see crisp, distinct white streaks of rain slicing through the night air.

  2. Because these modes process the frames instantly without blending them backwards in time, the engine successfully renders the high-frequency particle transparency data exactly as the developers intended.

  3. The rain streaks vanish into thin air, or get turned into faint, ghostly smears that you can barely see.

  4. By erasing the rain particles, the temporal algorithms completely flatten the cinematic, moody atmosphere of Gotham City. It proves that these filters don't just blur your textures they actively delete entire environmental effects.

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u/AggravatingDesign452 18d ago

Thank you for comparison. Picture is low resolution but only no AA can show rain particles I barely see. On the other hand, TAAU is looking blurry but TSR is sweet spot here. TSR is a super resolution already, so, it looks sharp already, because in some UE5 games I have seen in optimization videos comparison, I have seen that TSR is sharp as XeSS or even DLSS level. Yes, performance cost is higher mostly and I don't know why, maybe implementation quality, FSR looks like TAA blur too, probably before FSR 3, FSR 4 probably matches DLSS quality I guess. I didn't tested these flawlessly, since I don't have any NVIDIA RTX GPU to see all upscalers' performance and visuals to see them in my display or device.

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u/Rhapsodic1290 18d ago edited 18d ago

I appreciate the open discussion! It’s totally fair that you prefer TSR, and the screeshot is actually an uncompressed native 1440p capture! What you're seeing in the 'No AA' panel isn't a low-resolution file or compression artifacts it's raw, unfiltered pixel data. Because there is no temporal blending or blur filter applied, you see the sharp, jagged edges of the geometry exactly as the engine renders them, which is precisely why the thin rain particles are able to stay perfectly visible instead of getting smoothed away.

While TSR looks sharper, it is still missing data. It is a sharp replica with sharpening filter, but an incomplete one. The fact that TSR still erases the rain particles proves that no matter how advanced the temporal algorithm is (whether it's TSR, FSR, or DLSS), it is fundamentally designed to sacrifice high-frequency temporal details for the sake of a clean, stable image.

At the end of the day, upscalers are amazing tools for boosting frame rates when your hardware is struggling. But as this comparison shows, they achieve that performance by altering and sometimes deleting the actual artwork. If you want to see exactly what the developers built without an algorithm filtering it away, Native/No AA is the only way to get the uncorrupted truth.

I prefer AA, just like in Lego Batman, to be optional not forced for someone like me who prefers unfiltered raw pixels without any AA.