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

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

There are no details at large distances. Yes it draws the models at quite a far, but they are extremely low poly (as they should be to decrease the demand on graphics) but lets be honest - there are no details. details appear only when you get closer. Park in a station and look at the opposing site of the end of it - then fly closer and closer and observe the detail popping in. The drawing is too noticeable and bit of blur would do no damage. Maybe it would even make it less noticeable.

Of course ideally it would draw at large enough distance not to be so noticeable, but that option isn't there at the moment and is really missing in my opinion.
 
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Unreal uses Epics bespoke Temporal AA and it has very low footprint similar to FXAA in many ways. And it outperforms all other AA I've seen in my opinion if used correctly. The point about object at large distance being slightly blurred is actually natural and helps to hide the multitude of sins committed by the low poly models
 
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There are no details at large distances. Yes it draws the models at quite a far, but they are extremely low poly (as they should be to decrease the demand on graphics) but lets be honest - there are no details. details appear only when you get closer. Park in a station and look at the opposing site of the end of it - then fly closer and closer and observe the detail popping in. The drawing is too noticeable and bit of blur would do no damage. Maybe it would even make it less noticeable.

Of course ideally it would draw at large enough distance not to be so noticeable, but that option isn't there at the moment and is really missing in my opinion.

Perhaps details was the wrong word to use? ED still draws a very large number of objects including massive complicated ones (like the stations) and has a very long draw distance - far more than most ground based games (which often obscure distant objects with those close up).

Post processing AA can erase (or at least reduce any definition) of objects at a distance. Sometimes you need to apply different types or amounts of AA on surfaces that are close up to those at a distance.

The Temporal demo does not show much (if anything) at a distance - it is all fairly close up. This allows it to apply the same processes across the view without having to worry about with the same AA that makes close objects looks so go blurring distant objects.

I am not suggesting it isn't good at what it does only that you cannot assume that because it looks good in a very cleverly and carefully made demo (which is of course designed specifically to show off Temporal AAs strong points and avoids anything which does not), that is suitable for every game or every situation.
 
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I'll necro this thread rather than my later TAA thread.

Someone on Beyond 3d linked a fan made TAA patch for Alien Isolation. It makes such a huge difference to a game that has a similar look to ED. Hope it's coming to Cobra one day!

Video starts with the mod off:

[video=youtube;lfszgXjj9ew]https://www.youtube.com/watch?v=lfszgXjj9ew[/video]

Link to the mod

https://github.com/aliasIsolation/aliasIsolation/releases/tag/v1.0.6
 
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I have noticed this since I have started playing again that AA doesn't even seem to work in live build or beta. No matter what setting I choose in game, they all look the same as having it off! Get heavy flashing/shiny lines as I move my head around in TrackIR with quite noticable stepping. Overriding in NVidia Control panel seems to do nothing as well.

I really hope AA is fixed and improved, really makes the game look bad :(

Running on 780ti, latest drivers, Win7.
 
I'll necro this thread rather than my later TAA thread.
Someone on Beyond 3d linked a fan made TAA patch for Alien Isolation. I makes such a huge difference to a game that has a similar look to ED. Hope it's coming to Cobra one day!

Video starts with the mod off:
https://www.youtube.com/watch?v=lfszgXjj9ew

Link to the mod
https://github.com/aliasIsolation/aliasIsolation/releases/tag/v1.0.6

That looks really good. Removes basically all ugly motion aliasing. Temporal Anti-aliasing does soften the image a lot. Some games compensate that by including a sharpness filter. Correctly tuned it is a very good option for anti-aliasing.
 
I'll necro this thread rather than my later TAA thread.

Someone on Beyond 3d linked a fan made TAA patch for Alien Isolation. I makes such a huge difference to a game that has a similar look to ED. Hope it's coming to Cobra one day!

Video starts with the mod off:

https://www.youtube.com/watch?v=lfszgXjj9ew

Link to the mod

https://github.com/aliasIsolation/aliasIsolation/releases/tag/v1.0.6

Alien Isolation really, I mean REALLY struggled with aliasing. Jaggies were all over the place!

This is so much needed in ED as the Jaggies is even more visible in ED with all the orbit lines, camera shake, ship geometry, HUD, etc...

FDEV, SMAA is insufficient. Bring in some TAA!
Good necro! :)
 
Yes, AA in Elite is totally broken. Game need a tweak there, maybe temporal AA is a solution. To look good ED need to be render to 4K then downsized by DSR (or through the multisampling). This is multiplying resource usage.
 
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I'll necro this thread rather than my later TAA thread.

Someone on Beyond 3d linked a fan made TAA patch for Alien Isolation. It makes such a huge difference to a game that has a similar look to ED. Hope it's coming to Cobra one day!

Video starts with the mod off:

https://www.youtube.com/watch?v=lfszgXjj9ew

Link to the mod

https://github.com/aliasIsolation/aliasIsolation/releases/tag/v1.0.6


Please do resurrect this thread :D

AA has been a main issue in Cobra as their main AA is multisampling which is sadly incredibly inefficient and rather lazy solution to the problem. This problem is further amplified in VR (most Vive owners will know of the jaggies ;) ) Personally I really really hope that some sort of TAA or other type of efficient and effective AA gets Introduced to Elite asap as I've recently tried the Livenda AA they have released and it would work absolutely great in ED and in VR, so fingers crossed, but my hopes are limited as I've been banging on about AA for years now and even more so since I got Vive and little has changed in that time, so ....
 
That is rather cool.

Though I imagine it would still melt my PC in to a puddle.

Lol

I currently suffer with FSAA off, as my aging graphics card can't cope. :D

Solution?
Wear the wrong glasses. :D
 
Yes, AA in Elite is totally broken. Game need a tweak there, maybe temporal AA is a solution. To look good ED need to be render to 4K then downsized by DSR (or through the multisampling). This is multiplying resource usage.

Where do you find that it is "totally broken"? AA is working as intended in Elite Dangerous. It is not temporal anti-aliasing, which would be a nice future addon (along with some adjustable good sharpening filter to compensate for the soft image that TAA creates).


Here are some examples of current AA. All are in PNG format to preserve pixels. I forgot the image tilts back and forth in outfitting mode, so it is not pixel/pixel comparable. The last one with SSAA is very demanding of course. SMAA is a good compromise between quality and performance.

No AA (image pixel resized 200%)
edhaa_noaa_200percentliuud.png

SMAA (image pixel resized 200%)
edhaa_smaa_200percentk2ufk.png

2.0x SSAA + SMAA (image pixel resized 200%)
edhaa_2xssaa_smaa_200rquag.png
 
Where do you find that it is "totally broken"? AA is working as intended in Elite Dangerous. It is not temporal anti-aliasing, which would be a nice future addon (along with some adjustable good sharpening filter to compensate for the soft image that TAA creates).


Here are some examples of current AA. All are in PNG format to preserve pixels. I forgot the image tilts back and forth in outfitting mode, so it is not pixel/pixel comparable. The last one with SSAA is very demanding of course. SMAA is a good compromise between quality and performance.

No AA (image pixel resized 200%)

SMAA (image pixel resized 200%)

2.0x SSAA + SMAA (image pixel resized 200%)

AA is definitely not broken. It was. But it was fixed in 2.1.
The anti aliasing methods we have today are insufficient or too performance heavy. 2x SS isn't a valid option for most of the players. 1.5x is also too demanding.
1080p with TAA would probably remove almost all jaggies and still be faster than 1.5x SS with SMAA, and sure it would create a softer (or blurrier) image, but sharpening it again can potentially create white artifacts around the edges instead.
 
1080p with TAA would probably remove almost all jaggies and still be faster than 1.5x SS with SMAA, and sure it would create a softer (or blurrier) image, but sharpening it again can potentially create white artifacts around the edges instead.

I've tested TAA with Deus Ex Mankind Divided, and there it for sure needs the sharpening with TAA. I don't know what is up with that engine, but turning off sharpening makes the game look sad. The sharpening filter in DEMD isn't adjustable, which I would like to find the balance between to soft image and sharpening negative effects. It is somewhat to much sharpening - but I have it on as the alternative is much worse. The engine in DEMD really needs temporal anti-aliasing, similar to the Alien Isolation game mod on previous page. MSAA looks bad in comparison in DEMD.
 
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AAnever used to bother me until recently. Now all I see are jagged wobbly lines everywhere, so much so it drives me nuts. Once seen it cannot be unseen. I'd love FD to do something about this. In the beta the orbit lines are better, the textures in some places are much better but still I see jagged wobbly anaconda lines and i think I might be loosing my tiny mind :D
 
I just tried the TAA mod for Alien and holy crap it made it look wonderful!! I'm gonna try get in touch with the author cuz we have to have this in ED! :D :D
 
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