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

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.
 
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.

Unfortunately, a side effect with TAA is the introduction of blur and/or ghosting. This might make you feel even more nauseous.
 
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.

You might understand the tech better than I do.
But by very slightly moving the camera between frames you get the information needed to apply the antialiasing.
I don't know what element displacement means. :(
 
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.
 
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.

Thanks.
I notice aliasing while docked, landed on a planet, ships in space, in combat, the HUD, character models etc... I notice it everywhere. And when games in general are constantly raising the bar, it's becoming even more noticeable and annoying.
 
So, you turned texture filtering completely off?

Well... Textures are always filtered, even it it consists only of picking out the single one closest texel and throwing away all its neighbours without giving them so much as a glance. What I did, was to opt out of the *new* "advanced" filtering algorithm offered for mapping the game's output to the HMD, by unticking its checkbox in the developer section of SteamVR's desktop-side settings window.

It is, e.g, the difference of being able to float rather far from a station or building, and clearly making out the crisp grid formed by their windows, or seeing them a blurry mess, even quite close up. Much as I detest aliasing, blur is even worse. :7

I do not know the filtering method used by either the old or the new algorithm, but the old one certainly does make use of supersampled detail, and the new one, whilst producing a more antialiased image, is also optimised for performance, which means it is probably safe to assume it is not something like bicubic or Lanczos.

( EDIT: SteamVR supersampling can be changed without restarting SteamVR now, by the way. With Elite Dangerous, any such "online" change does not seem to "take" immediately, but does get applied when one also change any of the game's own two supersampling options. )

( EDIT2: I believe, by the way, that the worst aliasing problems in ED, is not so much polygon edges, as it is specular aliasing on reflective surfaces; an issue with the sampling and interaction between envmap and normal maps on PBR materials... )
 
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Ok Frontier! Do you have this implemented​ yet? I think I have been patient enough...it has been weeks.....
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Look at this thead!
 
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Temporal AA works as described above i believe, but it also makes use of 'last' aliasing last I checked, meaning you have to have never moved ever for there to be any real issues, even the slightest pixel movement will give the information needed and if you don't move after that it remembers and keeps its current aliasing.

Thus the cases where you would get aliasing issues is very limited.
 
I'm hoping we'll hear that the developers are working on this via an announcement at E3. Unfortunately, it's likely that there won't be any announcement, but they really need to fix this issue.
 
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