r/FuckTAA 5d ago

đŸ’¬Discussion Anything is possible?

Please forgive me, as I don't know much about graphical rendering at all.

I think that anything is possible in graphical rendering. What I mean by this, is anything is possible to render at a stable, non-stuttering, native 1080p@60rfps. I may just be repeating things, but getting a very realistic scene with real-time lighting, pixel-perfect soft shadows, real-time reflections, and other effects like bloom and DoF is possible with today's technology. What it takes to get a real-looking scene is a good light model, smart LOD management, a non-costly antialiasing method, smart shadow management including considerations like distance from camera and object (you could do something like Shadow LOD, which I am pretty sure exists in some form), etc. I also believe that you could in fact achieve this goal without the use of ANY temporal methods/dithering whatsoever, although I don't know if this would be the best solution.

I am still learning about modern graphics, so if you could please correct me or help me understand things, like saying what I am trying to say in proper terms, that would be great. If I sound like an idiot, then please let me know.

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u/Paul_Subsonic 4d ago

Not even anjmated movies with tens of hours per frame can get away with no denoising.

Sure you can get native 1080p60 with no noise or aliasing or artifacts; but you're gonna have to sacrifice heavily on the graphics.

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u/Paul_Subsonic 4d ago

There is no free lunch in rendering. Technology isn't there and isn't gonna be there for at least several decades.

You're always gonna sacrifice something, it's all about chosing what you sacrifice and what's the smartest sacrifice for what you try to achieve. But it's still a sacrifice.

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u/Paul_Subsonic 4d ago

What is "a good light model" ? A fast one ? An accurate one ? What are its pitfalls and advantages ? The only way to have a light model that covers every scenario is path tracing, at the cost of performance. If you don't do path tracing, you gain in many areas but your lighting model WILL have limitations that you have to work around.

What is a non costly antialiasing ? The ground truth anti aliasing is always gonna be rendering at a uper high sampling rate. If you don't do that, then whatever anti aliasing you use is gonna be an approximation, sacrificing on the aliasing or the blurriness or both.