Bumping this again to keep it fresh in Frontier's mind......Daddy wants.
Stepdaddy too...!
Bumping this again to keep it fresh in Frontier's mind......Daddy wants.
Being one of quite a few VR players who play with SteamVR's new, more averaging, texture filtering OFF, in order to get imagery that is as crisp as possible, I would have to be assured that any TAA implementation used does not introduce undue and nausea-inducing blurring, the way the horrible one used by Bethesda in Fallout4 and SkyrimSE does.
The way I understand TXAA works--by averaging sequential frames--there are some potential issues:
- the case where nearly-static elements don't provide additional interpixel data to smooth aliasing
- the case where element displacement between frames exceeds a meaningful smoothing distance
Both of these cases happen frequently in Elite, potentially nullifying the benefit of applying TXAA.
In this case, element means object or item. What he's saying is that there are lots of fast moving objects, which don't benefit from temporal antialiasing.
That is certainly true, but the screen areas which are most in need of AA are the ones which are static (non-moving) or slowly moving. Those kinds of objects are the ones that tend to show the worse aliasing (due to the way the human eye works) and those are the objects which benefit most from TAA.
Think about where you notice the aliasing most: It is while docked or approaching a station. I don't notice it at all, in space, while ships are zooming around.
I wouldn't be pushing for TAA so hard, if I didn't think that it would be a huge improvement to the game visuals.
So, you turned texture filtering completely off?Being one of quite a few VR players who play with SteamVR's new, more averaging, texture filtering OFF, in order to get imagery that is as crisp as possible,[...]
So, you turned texture filtering completely off?
Unfortunately we can't have this. All the devs who were working on it got cut by all the jaggies and bled to death.