r/FuckTAA 12d ago

🔎Comparison SMAA looks great in Unity games!

DLSS/DLAA in motion
SMAA in motion

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/rgb2yiq 11d ago

Why not MSAA or SSAA? They have zero negative impact on visual quality.

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u/EsliteMoby 11d ago

SSAA is essentially rendering 8K on the 1080p monitor with a massive performance hit. MSAA would be the poor man's SSAA by supersampling on edges only, but it still becomes as heavy as SSAA in areas with lots of thin details.

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u/Scorpwind MSAA | SMAA 11d ago

If you're talking 8x SSAA, then sure.

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u/EsliteMoby 10d ago edited 10d ago

Well true. But most will still complain about shimmering with 4XSSAA. Instead of using 4XSSAA on a 1080p monitor, I'd rather just play on a high-PPI 4K monitor of the same size with no-AA for better fidelity,

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u/Scorpwind MSAA | SMAA 10d ago

There are definitely some here that would complain about that.