TAA is a crucial tool for developers - but it's not without its issues. Digital Foundry reports.
TAA is a crucial tool for developers - but is the impact to image quality too great?
For good or bad, temporal anti-aliasing - or TAA - has become a defining element of image quality in today's games, but is it a blessing, a curse, or both? Whichever way you slice it, it's here to stay, so what is it, why do so many games use it and what's with all the blur? At one point, TAA did not exist at all, so what methods of anti-aliasing were used and why aren't they used any more?
Really interesting video -- I honestly didn't realize SSAA worked by just downsampling a larger resolution. Love Alex's deep dives on technical topics on DF.
I've been turning off anti-alaising ever since it started being an option in games. It was never worth it in the days of pci and agp graphics cards. AA doesn't tank performance as much as it used to but I still turn it off hoping to squeeze some more performance out of my system.