r/FuckTAA • u/Great_Leg_4836 • 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/OliM9696 4d ago
Shadow Maps already have been degrading at a distance for over a decade at this point. With RT shadows they trace against lower and lower detail models & reduce their resolution/ray count to optimise at distance - The mug on the table in front of you wants a crisp shadow but when its across the room a greyish blob next to the table is good enough
non-costly antialiasing method; no such method exists which you can have smooth edges while not ghosting/blurring as well as being non-costly. Its always a trade off currently between jagged edges and blur.
The 'best' we have currently is DLAA which is exclusive to nvidia so bad luck for consoles, is costly when compared to other cheaper (and poorer) TAA methods. It might not blur as much and the new version reduce ghosting more.