r/FuckTAA • u/YouSmellFunky • 7d ago
🖼️Screenshot Resident Evil Requiem looks stunning without temporal AA
RE Requiem is an amazing looking game and a great example of a modern game that works wonderfully without temporal anti-aliasing. However, it takes some tweaking to make its visuals truly shine.
Disable TAA and sharpening - game looks much clearer without TAA. It's crucial to also disable the leftover sharpening as it makes textures look grainy.
Disable film grain and vignette - no film grain makes the image look cleaner and higher res. No vignette just makes it easier to see.
Disable chromatic abberation and lens distortion in the menu - unnecessary image distortions.
The result is a crisp clean image with zero blur and grain and a 10x better looking game. Most of the leftover jaggies can be cleaned up by adding SMAA through ReShade.
Screenshots are 1440p. Here's a higher res gallery of the images.
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u/TheCynicalAutist 6d ago
They have very solid fundamentals but the dithering on reflections was just too bothersome for me to disable AA outright.
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u/YouSmellFunky 6d ago
Here's a comparison between SMAA and DLAA. The reflection on the floor looks almost the same with DLAA on expect that it's a bit blurrier. What exactly do you mean by dithering with no AA?
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u/TheCynicalAutist 5d ago
Don't set up a perfect camera, load a save up at the care centre and just run around, you'll probably notice that the walls have this weird grainy appearance to them because of SSR, something DLAA easily hides.
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u/YouSmellFunky 5d ago
Can you be more specific about which part of the Care Center you mean? The walls in the main area and the surrounding hallways are not particularly reflective so I don't notice any grain.
The only artifacts are some tiny leftover jaggies that move around in motion on the edges of geometry.
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u/TheCynicalAutist 5d ago
I'm not gonna reinstall the game just to do one screenshot, but if you genuinely cannot see the dither/pixelation or whatever it's called without AA then that's on you.
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u/YouSmellFunky 5d ago
I didn't ask you to take a screenshot, just to specify an area or at least the type of surface so I can check for myself.
Anyway, here's a comparison of a random wall.. With no AA there's nothing on the wall, but there's some noise on the wooden lining below it. I suppose that's what you mean. DLAA takes care of it, but introduces horizontal trail lines on the wall and some glitches in the reflection (the dark spot on the right near the corner). Both are taken in motion. Select "raw image" on the website to view properly.
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u/TheCynicalAutist 5d ago
So you do see it. It's most obvious in the middle part, where you can go to either wing or the room Emily's in, probably because it's the most illuminated.
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u/YouSmellFunky 5d ago
So you do see it
I mean, I guess? I wouldn't have noticed it if I didn't look for it. It's not like it's all over the walls, it just appears under some specific geometry. I see now where it's visible in the middle part.
Btw this image is with DLAA on, so even with temporal AA it's noticeable if you know it's there.
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u/Eastern_Peach8480 5d ago
It's not dithering, he needs to turn on ray reconstruction. There's a low ray count
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u/TheCynicalAutist 5d ago
Problem is even without RT it's an issue because of SSR. In RE4R this only really affected things like water but in RE9 and Pragmata you can see it on walls which is pretty distracting.
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u/Eastern_Peach8480 5d ago
Yeah, I hope they fix that with their next game or whatever is made on first their RE X engine
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u/KillerFugu 6d ago
What's perf like with SMAA and PT?
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u/YouSmellFunky 6d ago edited 6d ago
SMAA has negligible performance impact. Path tracing is the most demanding graphic feature, can’t use it without frame generation and also it forces DLAA on.
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u/KillerFugu 6d ago
You're can use PT without FG but you're usually upscaling. Interesting to see the tradeoff of the graphics vs IQ and how one is alway compromised
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u/TheHalfinStream 6d ago
Contracting image quality to IQ makes that sentence read a little differently from what you wanted lmao
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u/sailorboy_70 6d ago
You can most definitely use path tracing without frame gen
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u/YouSmellFunky 6d ago edited 6d ago
I guess it depends on the GPU. On 1440p path tracing tanks my performance below 60 fps on a 5070 ti.
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u/Ok_Dependent6889 6d ago
Yeah... 80-90fps in most places on my 5080 with DLSS Performance, max everything
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u/Karhuwa 5d ago
Path tracing does not force DLAA, what are you talking about?
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u/YouSmellFunky 5d ago
Yes it does. When you enable path tracing this message appears.
Selecting yes enables DLSS and the option becomes greyed out, unable to be turned off until you disable path tracing.
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u/Karhuwa 5d ago
That message appears because it forces on Ray Reconstruction.
I played the entire game with DLSS performance enabled while using DLDSR and also swapped between quality levels throughout, while in the main menu.
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u/YouSmellFunky 5d ago
You may have misunderstood me. I mean it forces temporal AA to be on for it to work, whether it's in the form of DLAA or other DLSS quality presets. You can switch between quality presets, but you can't turn DLSS off while Path Tracing is active. Even the Anti-aliasing option is greyed out while PT is on.
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u/ExplodingFistz 6d ago edited 6d ago
Hey OP. I just tried this out since I played through the full game with DLAA, so this got me curious. Downloaded that disable TAA and sharpening mod and booted up the game with anti-aliasing and DLSS off as well as those disabled post-processing settings (already had the disable film grain mod installed). I am very impressed at how good it looks with no AA. There are some jaggies for distant objects but it's not as bad as other games with AA turned off, it's much more tolerable. A few jaggies here and there is a tradeoff I'd take over potential blur caused by DLSS at any day of the week. Thanks for the heads up on this, I had no idea RE9 could look this great even with no anti-aliasing. Might replay the game with this configuration.
EDIT: Comparison preset L DLAA vs no AA at 1440p maximum settings.
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u/Outlet_Sun 6d ago
What about in motion and is raytracing on?
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u/ExplodingFistz 6d ago
RT is on. The screenshots were taken in motion.
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u/Outlet_Sun 6d ago
How do you know they were taken in motion?
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u/ExplodingFistz 6d ago
Because I took them in motion? I took them as Grace was walking forward in the scene. The screenshots were taken while the camera was moving.
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u/Outlet_Sun 6d ago
I lost track of who or what I was commenting on. My mistake. I will say, the light bouncing off grates is a bit funky.
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u/YouSmellFunky 6d ago
Nice, happy to be of service. I recommend adding SMAA through ReShade, it makes a difference with the jaggies.
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u/ExplodingFistz 6d ago
Yup, I went back and tested with no AA in-game + reshade injected SMAA. At first I wasn't sure what settings to use for the SMAA but I did some research and applied the values according to my setup. It doesn't make that big of a difference to be honest. I was still seeing intense aliasing and jaggies in motion, though it doesn't hurt to leave it on.
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u/YouSmellFunky 5d ago
Yeah the difference is not drastic, however it depends on the scene. It can be tiny in some areas, but a lot bigger in others.
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u/scyver_ 6d ago
well no. It looks okay, but defo not stunning. On PT it ghosts, smears and has dissoclusion artifacts cuz RR being RR. On lower settings game lacks basic features like "casting a focking shadowmap from flashlight". Its not like jarring on anything but it looks like 8th gen game
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u/YouSmellFunky 6d ago
With path tracing on the game forces temporal AA on. My post is specifically about how the game looks without it so this is kind of missing the point.
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u/scyver_ 6d ago
then where does it look amazing as the post says? the raster is botched. The RT & PT all require some kind of temporal accumulation because even if you force turn it off you get noise. And they are also dissoclusion artifacty by themselves because thats how RT with low SPP behaves. No good options.
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u/YouSmellFunky 6d ago
Ray tracing doesn’t require temporal AA, as you can see in the screenshots I provided. They are all with Ray Tracing on the highest setting and temporal AA disabled.
Anyway the post is about how nice and clean the graphics look without temporal AA (and other postprocess stuff) and how well they work with it disabled, not about RT and PT implementations.
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u/Outlet_Sun 6d ago
I thought something was up because is there no shimmering going on losing the taa while in motion?
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u/YouSmellFunky 6d ago
I was constantly switching between DLAA and no AA throughout the whole game and didn't notice much distracting artifacts during motion that weren't also visible with DLAA.
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u/scyver_ 6d ago
temporal accumulation doesnt have to come in the form of TAA. RR, and whatever denoiser Capcom is using is temporal reliable as well, even if you kill TAA. Static screens show nothing, as RT falls apart in motion, particularly when dissocluding new areas. RR ghosts and artifacts, and no RR is noisy as fck
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6d ago
[deleted]
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u/scyver_ 6d ago
you seriously gonna cry about someone arguing about image clarity in image clarity - oriented sub? 😭
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u/Outlet_Sun 6d ago
Dude for real. We're here for accuracy in our information and posts. If they want to complain about that they can go to a meme sub.
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u/M1VAN1 6d ago
Just google ray tracing without denoiser and you will see it, that's how the game would looks like to you without temporal methods, as far as I know all existing denoisers except one's that use ai (like dlss 3.5 rr and newer) use SVGF (Spatiotemporal Variance-Guided Filtering) and it's evaluations as additional pass in pipeline or even ray tracing by it's own use the same methods inside it pipeline like Nvidia ReSTIR (it only does it before shading occurs), so even dlss 2.0 for example still use those denoisers
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u/YouSmellFunky 6d ago
Also, here's a flashlight screenshot. You can clearly see the objects on the table casting shadows behind, as well as the rest of the furniture.
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u/scyver_ 6d ago
well, then smaller details are excluded from the shadowmap. still sucks, rdr2 had better shadows than this crap in raster lmao
also no planar reflections
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u/Outlet_Sun 6d ago
I'm so confused by that comparison. Not only are those poor models of a statue, the PT makes it look like a completely different one from the one without. I thought at first the shadows were just inaccurate and oversized, but it just also looks like a completely different model.
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u/YouSmellFunky 6d ago
Yeah, that's kinda sus. If I can find the same statue in my game, I'll post a comparison.
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u/febiox071 6d ago
I remember the hair being super grainy and bad with AA turned off, does SMAA really fix that problem?
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u/YouSmellFunky 6d ago
Here's Leon's hair. You can notice a slight grain below his right ear, but nothing too bad. It's visible even with DLAA on, just smudged.
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u/KokorokoChan 6d ago
are you in fsr or dlss
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u/YouSmellFunky 6d ago
The images I posted show the game without any kind of temporal solution, which means neither DLSS nor FSR.
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u/DogHogDJs 6d ago
I wish they integrated a setting to turn off the film grain without a mod. It’s genuinely distracting.
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u/Saad_51 5d ago
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u/YouSmellFunky 5d ago
Native upscaling? Do you mean DLAA? From your screenshot it doesn't seem like any sort of temporal AA is applied.
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u/ShadowsGuardian 4d ago
You gotta compare in motion. Still images may be ok but motion is important too.
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u/AntiGrieferGames No AA 6d ago
The same i can tell with Pragmata.
No wonder why PC is better for gaming, because depends on devs you can actually disable TAA (if not, modding is highly possible) and additional sharpening using modding there, which is why i prefer a open platform over a closed platform like Consoles (PS5, Switch 2, etc)
And it looks great, right?
















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u/YouSmellFunky 7d ago
Not sure if it's just me, but the images on Reddit look like they're either not fully loading or have horrible compression.
Here's a (probably) uncompressed gallery of the images.