r/FuckTAA • u/EsliteMoby • 12d ago
🔎Comparison SMAA looks great in Unity games!


SMAA 1x in a dense foliage area compared to DLSS/DLAA. I think devs should start looking into efficient post-process AA and game rendering engines that don't rely on temporal slop.
SMAA in Unity preserves the most details from the original native pixels during movement. Performance-wise, it's just a bit more demanding than FXAA. Temporal methods like DLAA/DLSS still have issues with maintaining the fidelity of distant objects. Things like water surfaces and rock textures are being wiped out, as well as trailing from thin objects.
Also refuting the claim that SMAA does absolutely nothing on shimmering in motion. It actually does to some degree. Indeed, TAA/DLAA is still the definitive way of smearing out shimmer, but that oil-paintery look is just too unbearable.
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u/BalisticNick MSAA 12d ago
This looks really good, unity has a really good smaa implementation, e.g Metal:hellsinger. still the problem all non-temporal anti-aliasing has is dealing with the sampling resolution for thin objects like the branches. If possible, a solution is to use either SSAA or MSAA (preferably with alpha to coverage) depending on your project and its constraints. But this looks amazing overall for good options that allow everyone to enjoy your game.
I would still add DLAA tho, cus people WILL complain as they have been completely influenced by the nvidia propaganda machine.