• sp3ctr4l@lemmy.zip
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    1 day ago

    The implementation of DLSS and FSR are wholly separate from the old TAA. Yes, they work on the same principals, but do their own thing.

    TAA as a setting gets disabled because the newer methodes fully overwrite it.

    This is very often false.

    DLSS/FSR need per pixel motion vectors, or at least comparisons, between frames, to work.

    TAA very often is the thing that they get those motion vectors from… ie, they are dependent on it, not seperate from it.

    Indeed, in many games, significant other portions/features of a game’s graphical engine bug out massively when TAA is manually disabled, which means these features/portions are also dependent on TAA.

    Sorry to link to the bad site, but:

    https://www.reddit.com/r/FuckTAA/comments/motdjd/list_of_known_workarounds_for_games_with_forced/

    And here’s all the games that force TAA which no one has yet figured out how to disable:

    https://www.reddit.com/r/FuckTAA/comments/rgxy44/list_of_games_with_forced_taa/

    Please go through all of these and notice how many modern games:

    1. Do not allow the user to turn off TAA easily, forcing them to basically mod the game by manually editing config files or more extensive workarounds.

    2. Don’t even tell the user that TAA is being used, requiring them to dig through the game to discover that it is.

    3. When TAA is manually disabled, DLSS/FSR breaks, or other massive graphical issues crop up.

    TAA is the foundational layer that many modern games are built on… because DLSS/FSR/XeSS and/or other significant parts of the game’s graphical engine hook into the pixel motion per frame comparisons that are done by TAA.

    The newer methods very often do not overwrite TAA, they are instead dependent on it.

    Its like trying to run or compile code that is dependent on a library you don’t actually have present… it will either fail entirely, or kind of work, but in a broken way.

    Sure, there are some instances where DLSS/FSR is implemented in games, in a way that is actually its whole own, self contained pipeline… but very often, this is not the case, TAA is a dependency for DLSS/FSR or other graphical features of the game engine.

    TAA is massively different that older MSAA or FXAA or SMAA kinds of AA… because those don’t compare frames to previous frames, they just apply an effect to a single frame.

    TAA provides ways of comparing differences in sequences of frames, and many, many games use those methods to feed into many other graphical features that are built on top of, and require those methods.

    To use your own words: TAA is indeed a mess, and you apoarently have no idea how foundational this mess is to basically all the new progression of heavily marketed, ‘revolutionary’ graphical rendering techniques of the past 5 ish years.