Expose TAA disocclusion settings in project settings #10950
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This was discussed when TAA was initially being added, but it ended up not being exposed for a few reasons. I don't precisely recall why, but one of the reasons that was mentioned is that it's easy to incorrectly tweak the disocclusion factor and end up with a poor-looking result with TAA barely having any effect (which is a problem in many released games such as Monster Hunter Rise). That said, the TAA implementation has a lot of issues such as godotengine/godot#61905. We lack a dedicated maintainer to improve the TAA implementation, so these will take a while to be fixed already. Nowadays, FSR2 generally does a better job (you can use it at native resolution for the best possible quality). Many other engines seem to be going the same route lately, preferring dedicated upscaling solutions (that also happen to work at native resolution) over custom TAA solutions (or even custom upscalers). |
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The default TAA settings cause obvious smearing on movement, especially on moving foliage, I found that changing the disocclusion threshold and disocclusion scale in the taa.cpp file fixes it.
this may makes things look more aliased/noisy during movement but it's definitely more desirable to smearing in some projects.
So I suggest including it in the project settings.
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