TEMPORAL ANTI-ALIASING like this would be awesome in Elite Dangerous.

I have been messing around in UNITY for ages now and AA is one of the weakest points of the engine and Sadly Cobra seems to be having similar issue as far as I can see on Elite Dangerous. This type of AA would be amazing especially if the footprint is really as low as promised.. Sadly it is developed for Unity, but maybe FD devs will take notice and try to come up with their own variation ( I know that it would take a lot of man hours to do, but the results are great never the less) Gosh some of the shots from this trailer look like they were almost inpsired by Elite Dangerous.

[video=youtube;VWRfLhOY2AA]https://www.youtube.com/watch?v=VWRfLhOY2AA[/video]

What do you guys think? Or maybe you have tips on how to get better AA in Elite Dangerous without cooking your systems, then please share them.
I have GTX 760 OC and I can run it on Ultra with AA - SMAA and supersampling 1.5 with only rare gitters in the station, but sadly there are still many flickers and jagged lines. I've also tried FX mod and at this point I prefer to use their SMAA as it looks a bit better, but still not amazing.
 
blimey, that looks awesome! I definitely would vote for Frontier to spend some time implementing that (or something similar).
 
I did, but the results are still undesirable. FXAA (native to nvidia) makes things too blurry and not really nice to look at, but yes it does make it slighly less edged. On the other hand all other artifacts seem to remain such as flickers. Do you do anything specific in inspector outside of selecting different AA?

Edit - Did you mean CSAA ? I didn't actually find any temporal AA for Nvidia?
 
Last edited:
I really hope they get a chance to look at AA again sometime.
Even with DSR on top of SMAA there's some ropey edging.

Does temporal work with deferred shading though?
 
I actually think AA is pretty decent in Elite. Dont notice many jaggies at all and especially in movement seems fine. I'm sure content is more important than AA anyway at the moment :)
 
I've been in the game for around a month and I became instantly addicted. FD have already delivered a solid amazing game. I'm not sure how long has been the AA like it is at the moment as I've joined at 1.3, but my experience has been rather disappointing with a lot of jaggedness and even more jitters and flickers which are really annoying especially with VR. That is a big pity as the game is amazing in pretty much all other aspects and even though it needs more work I can see that the work is taking place and horizons look awesome, but the graphics are simply low endish at the moment and not next gen in pretty much any way, which is disappointing considering how good is the game itself and even more concerning from the fact that I'm not seeing improvements between the versions, but from what it seems maybe even further downgrades. I went into the settings xml and adjusted few things, but there is very little one can really improve excluding the ability to make few things 4k. For the launch of the commercial VR sets I was planning to upgrade the Graphics card to GTX 980, but at the moment I'm missing any reason to do so as regardless how high I push the graphics with the current settings option the improvements are negligible at best or simply not there at all. AA on or off makes no difference. Super Sampling helps a bit, but the pops are still there (in much lower quantity)...

And here we go it turns into a complaining session which is not the intent. The game is great and I love it, but the graphics in my opinion need urgent love (in my eyes it is bit subpar and I'm pretty sure that Cobra from what I read about it should do better) or allow modders to have a go at it. If we could mod the graphics like it can be done in some other games (yes skyrim comes to mind) then sky (literally) is the limit ;)
 
Last edited:
Oh god, if it's possible please!!!

The black white flickering are such an annoyance, yes you learn to live with it but it's not good.
 
I worked with Unity years ago .... By golly it has improved! :)

5.0 looks like a major milestone. Some games have even gone ahead and converted themselves from older versions to 5.0 despite the process being less than easy because the advantages are potentially so large. Personally I`m very happy to see them working hard on the engine since it has become so popular lately.

Idea of Temporal Anti-Aliasing or TAA for short has been around for a long time. AMD actually introduced it back in 2004. It´s no longer available as a selectable option because it did not work nicely with various engines and games. It is something that is better off implemented case by case basis by the developers of the engine.

Anyone who is interested about the problems related to TAA and anti-aliasing in modern games that have to work with consoles without completely killing the performance can take a look at this article: http://bartwronski.com/2014/03/15/temporal-supersampling-and-antialiasing/
 
Last edited:
I've not found an AA method yet that gives me satisfactory results. It's either doesn't do enough, or is overkill and looks like Vaseline smeared on the screen.
I'd rather turn off AA than have it blur everything, it's that polarising to me.
 
Yeah, this would be great for games like Elite, because games like this have a weakness when it comes to rendering stuff, lots of sharp lines.
 
It is all well and good designing a scene to be spectacularly bad and then showing it with your AA fixing the problems.

ED has never been as bad as that demo. Why didn't they create demo you could play and move around in - something that tested the engine (after all that is something you can do by default with the unity engine)?


Not convinced by this demo personally - pretty yes but if it knocked frame rates down to sub 30fps it wouldn't go down so well. Would like to see more examples and especially one where the engine was stressed.
 
Last edited:
Based on his past deliveries, the AA will probably work as he shows. It isn't out yet, but the point is of how it looks. I work with Unity (default AA is terrible) and with Unreal which resolves the AA totally differently and some like it/others hate it. I fall in the love category, but their way of processing this stuff is completely different to other engines and I don't want it to become a technical thread (although I don't mind if it does ;) )

Not saying that FD should adapt his style exactly, but that something like that would be awesome. ED isn't as bad as the demo above, but at station with multisampling set to 1 is not far off-lots of flicker and reflection artifacts. Multisampling set to 1.5 makes it somewhat ok and 2 is even better, but I still get distractive shimmers and flickers. There are number of issues at play here. Generally metal based (partially reflective) materials with sharp edges are much more prone to these issues and "sadly" ED is full of them, thus these artifacts present far too often even in high super sampling and stations should be the WOW factor, not the hmmm factor. I've tried running all sorts of settings, including setting up different parameters for my card, loads of playing around with the xml config file and none are satisfactory for a game of this year.

Don't get me wrong game isn't just about graphics and even though they leave a lot to be desired at the moment I still enjoy the game and will be playing it, but with better AA and to be honest much better way of handling the FOV the game would actually be next gen in graphics. But with things popping in view (arriving at the large stations and the stations insides just pop in when you get close - so you don't see if something is leaving in time and other objects dropping to low detail (low poly) too early causing far to much visible popping in and out it really isn't standing up to the power of graphics one would expect to see from a new game. I mean none of the sins here are as bad as recent Fallouts where Bethesda is literally taking customers for a ride with those graphics, but it just isn't as good as it could and should be.

What I can't for life of me wrap my head around is that when I look at streams from the past (Gamma version) which I actually finally watched today as I just didn't feel that the graphics are right, I can't believe the difference. The difference in graphics is genuinely disappointingly huge. I've just looked at the Beta footage for vr 1.5 and it just doesn't seem to improve much or not at all and hence I though to share some ideas on here of different ways to handle the aliasing as well to see if others generated settings which would actually be impressive.
 
Last edited:
Temporal AA works with deferred rendering but requires a crap load of re-coding in the engine to support it. Or something... I think one of the graphics guys at FD said it was possible.
What I'm was most interested in was the performance impact was that of FXAA. The AA quality is pretty good, but seems to blur the edges alot at longer distances.
 
Temporal AA works with deferred rendering but requires a crap load of re-coding in the engine to support it. Or something... I think one of the graphics guys at FD said it was possible.
What I'm was most interested in was the performance impact was that of FXAA. The AA quality is pretty good, but seems to blur the edges alot at longer distances.


With EDs massive draw distances you risk losing a lot of details completely if you over do the AA.
 
Back
Top Bottom