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

I can run 2x SS at 4K. It doesn't get rid of the jaggies; it just reduces them somewhat. I agree. ED needs temporal AA badly.

Wow, what specs are you running?, 4k@2xSS is pretty amazing for any card available today, if I had to guess I'd say you're on sli titanXPs.

I'm on a 1070, I can set the game to 4k with 2xSS but I'm lucky if I'm seeing 30fps at that resolution, and yes, you're right, there's still jaggies :(
 
Wow, what specs are you running?, 4k@2xSS is pretty amazing for any card available today, if I had to guess I'd say you're on sli titanXPs.

I'm on a 1070, I can set the game to 4k with 2xSS but I'm lucky if I'm seeing 30fps at that resolution, and yes, you're right, there's still jaggies :(

Actually, it's an overclocked GeForce 980Ti. I don't normally run at that resolution, the framerate isn't acceptable. I did it as a test. These days I'm running at 4K no SS, with a framerate of 50-120 fps, depending on the scene. The jaggies can be pretty aggravating. I really do wish FD would add an effective solution to the aliasing problem, like temporal AA.
 
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Actually, it's an overclocked GeForce 980Ti. I don't normally run at that resolution, the framerate isn't acceptable. I did it as a test. These days I'm running at 4K no SS, with a framerate of 50-120 fps, depending on the scene. The jaggies can be pretty aggravating. I really do wish FD would add an effective solution to the aliasing problem, like temporal AA.
MSAA would be great, too, since temporall AA causes a certain amount of blurriness.
 
MSAA would be great, too, since temporall AA causes a certain amount of blurriness.

MSAA doesn't work with deferred rendering, I think.

TAA doesn't necessarily mean blurry. It's continuing to improve. Doom's TSSAA isn't and that game belts along. That is pretty much best implementation to date of a temporal solution?
 
MSAA would be great, too, since temporall AA causes a certain amount of blurriness.

All forms of Antialiasing introduce some blurriness. The jaggies are caused by sharp pixel edges. The blurriness is reduced with a higher resolution monitor.

MSAA doesn't work with deferred rendering, I think.

Yes, unfortunately deferred rendering interferes with all "standard" forms of AA. The reason deferred rendering is widely used is that lighting calculations are relatively low overhead (unlike standard rendering where dynamic lighting is very expensive).
 
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ED in Oculus deffo needs that. In normal play, I dont have any of those issues highlighted in that vid. But in OR I do. Its precisely what that depicts.

(I only see that in ED on OR. Not in other OR titles)
 
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MSAA doesn't work with deferred rendering, I think.

TAA doesn't necessarily mean blurry. It's continuing to improve. Doom's TSSAA isn't and that game belts along. That is pretty much best implementation to date of a temporal solution?

Doom's TSSAA isn't really a conventional TAA. It's a form of supersampling anti aliasing with a temporal component.
 
Doom's TSSAA isn't really a conventional TAA. It's a form of supersampling anti aliasing with a temporal component.

It isn't really SS, except it is. :)

As I understand it, the displayed frame is created from making a higher res frame from the current native res frame and then additional information for the previous 8 frames. The temporal bit is what information's being included/excluded from the prior frame. The super high resolution composite image is then shrunk down to the display resolution.

Cost wise, it about the same as any other temporal solution, as 3d rendering is only ever happening at native resolution. Image wise, it's all but as good as supersampling since its essentially outputting as supersampled image.

Disclaimer: not a techie, may have some of this wrong. I think that's the gist though.
 
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MSAA doesn't work with deferred rendering, I think.
Implementation is not as easy, but as you can see Frostbite 2 and above (Battlefield 3, 4...) supports MSAA as well.

TAA doesn't necessarily mean blurry. It's continuing to improve. Doom's TSSAA isn't and that game belts along. That is pretty much best implementation to date of a temporal solution?
Doom's TXAA is pretty good, i think it's unmatched.

All forms of Antialiasing introduce some blurriness. The jaggies are caused by sharp pixel edges. The blurriness is reduced with a higher resolution monitor.
Right, though post AA and temporal AA are more prone to blurr details than SSAA or MSAA.
 
Pixels :)

Edit: ED currently lacks in the image quality department. There are various options that they could explore to improve this. We think. There could be limitations that we don't know beyond the time/effort required to implement.
 
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It isn't really SS, except it is. :)

As I understand it, the displayed frame is created from making a higher res frame from the current native res frame and then additional information for the previous 8 frames. The temporal bit is what information's being included/excluded from the prior frame. The super high resolution composite image is then shrunk down to the display resolution.

Cost wise, it about the same as any other temporal solution, as 3d rendering is only ever happening at native resolution. Image wise, it's all but as good as supersampling since its essentially outputting as supersampled image.

Disclaimer: not a techie, may have some of this wrong. I think that's the gist though.

Not a techie either but that sure sounds like SSAA with a temporal component. :) Nice reading though! The temporal bit is where previous frames are compared to apply the actual AA.
Same goes with object based motion blur too.
 
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that sure sounds like SSAA with a temporal component. :)

I feel like I'm being a bit picky, but the temporal part of more than a component to the SS. :)

The engine never renders a frame at a higher res and shrinks them like with traditional SSAA or TXAA. It's the wizzy x8 res composite image that's shrunk to native resolution.

Edit:

Proper description form the person who coded it, Tiago Sousa (he also did smaa when at Crytec I think)

"I've always been a fan of amortising/decoupling frame costs. TSSAA is essentially doing that - it reconstructs an approximately 8x super-sampled image from data acquired over several frames, via a mix of image reprojection and couple heuristics for the accumulation buffer.

It has a relatively minimal runtime cost, plus the added benefit of temporal anti-aliasing to try to mitigate aliasing across frames (eg shading or geometry aliasing while moving camera slowly). It's mostly the same implementation between consoles and PC, differences being some GCN-specific optimisations for consoles and couple of minor simplifications."
 
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I feel like I'm being a bit picky, but the temporal part of more than a component to the SS. :)

The engine never renders a frame at a higher res and shrinks them like with traditional SSAA or TXAA. It's the wizzy x8 res composite image that's shrunk to native resolution.

Edit:

Proper description form the person who coded it, Tiago Sousa (he also did smaa when at Crytec I think)

"I've always been a fan of amortising/decoupling frame costs. TSSAA is essentially doing that - it reconstructs an approximately 8x super-sampled image from data acquired over several frames, via a mix of image reprojection and couple heuristics for the accumulation buffer.

It has a relatively minimal runtime cost, plus the added benefit of temporal anti-aliasing to try to mitigate aliasing across frames (eg shading or geometry aliasing while moving camera slowly). It's mostly the same implementation between consoles and PC, differences being some GCN-specific optimisations for consoles and couple of minor simplifications."

By all means mate, be picky. :) I really appreciate facts and a good tech reading.
Thanks for your post! It all makes a little more sense now. :)
Repped
 
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