So the Cobra engine can do TAA...

I would better appreciate RTX support for lighting, reflections and so on... That could make the whole game so much prettier.
 
I thought we had that, but it was only temporary...

tenor.gif
 
It's possible to subsample in game and then supersample with VR software (on a HMD) or the video drivers (DSR/VSR for 2D displays) and achive a solid reduction in aliasing, at the cost of some additional blur...not unlike the effect of TXAA.

When I play on my TV I run the game at 8k DSR with a .35 render target in the game (equating to 2688*1512 internal resolution) and NVIDIA image sharpening applied via drivers. Along with the in-game SMAA this essentially erases aliasing, minimizes the detail lost to blur, while still allowing for the minimum fps to never fall below the 60Hz refresh rate of the display...on a conservatively clocked 1080 Ti with well past ultra settings.

I would better appreciate RTX support for lighting, reflections and so on... That could make the whole game so much prettier.

Radically harder to implement and would mandate a GPU with hardware accelerated ray tracing to be usable.
 
I love TAA, with it come often a way to adjust its strengh (through slider or editing config file). I can see it benefit in Automobilista 2 or Star Wars Squadrons, where I can play with Supersampling kept at 100% (I never go below SS 150% with my Oculus CV1) and get a sharp image with good AA at no fps cost. I hope they will implement it one day here too...
 
Back
Top Bottom