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

The devs of Warframe recently introduced temporal AA and it looks pretty great from what I can tell (on my 27 inch 1080p monitor 3 feet away from my face), if Frontier can supply temporal AA or an AA of similar quality, I'd certainly be happy.
 
Another random little bump because Elite needs it, especially Elite with its orbit lines and architecture full of straight lines. Games with natural terrain and organic shapes can get away with weaker AA but Elite isn't such a game.

There are several great variations of TAA out there and any would benefit the look and feel of the game enormously - not to mention that it's work portable to other games using the same engine (Planet Coaster).
 
  • Like (+1)
Reactions: NW3
I've been in the game for around a month and I became instantly addicted. FD have already delivered a solid amazing game. I'm not sure how long has been the AA like it is at the moment as I've joined at 1.3, but my experience has been rather disappointing with a lot of jaggedness and even more jitters and flickers which are really annoying especially with VR. That is a big pity as the game is amazing in pretty much all other aspects and even though it needs more work I can see that the work is taking place and horizons look awesome, but the graphics are simply low endish at the moment and not next gen in pretty much any way, which is disappointing considering how good is the game itself and even more concerning from the fact that I'm not seeing improvements between the versions, but from what it seems maybe even further downgrades. I went into the settings xml and adjusted few things, but there is very little one can really improve excluding the ability to make few things 4k. For the launch of the commercial VR sets I was planning to upgrade the Graphics card to GTX 980, but at the moment I'm missing any reason to do so as regardless how high I push the graphics with the current settings option the improvements are negligible at best or simply not there at all. AA on or off makes no difference. Super Sampling helps a bit, but the pops are still there (in much lower quantity)...

VR is a separate issue. I play in VR and the biggest issue is the resolution on each eye in VR is not full HD. To get rid of jaggies you need to use super sampling. I have a 980Ti and it's good but I need more power to increase the supersampling (pixel dot density) even more. I've ordered a 1080Ti FTW3. You should consider a 1080Ti or wait for the 2080's this fall.

Please visit the VR subforum here for tips on maximizing the graphics. Various setting changes make a HUGE difference. But no way you'll get anything good with anything less than a 980.
 
  • Like (+1)
Reactions: NW3
I love this game, every bit of it. And I do deeply respect the developer, truly. But I don't believe we are going to see any improvement of this level in ED anytime soon. FD using cobra engine is the limiting factor to have such kind of refinement in game, graphic wise. I don't believe it is, and neve will be the developers fault. They are just working with an inadequate tool that doesn't allow for such kind of visual quality.,

Again, my respect to FD for what they achieved so far
 
  • Like (+1)
Reactions: NW3
I love this game, every bit of it. And I do deeply respect the developer, truly. But I don't believe we are going to see any improvement of this level in ED anytime soon. FD using cobra engine is the limiting factor to have such kind of refinement in game, graphic wise. I don't believe it is, and neve will be the developers fault. They are just working with an inadequate tool that doesn't allow for such kind of visual quality.,

Again, my respect to FD for what they achieved so far

If anything, using their own engine allows whatever implementation of features they prioritize. Nether ED or Planet Coaster could exist on a 3rd party engine without massive development work. I wish they could bump alternate AA solutions up the list though.
 
  • Like (+1)
Reactions: NW3
I agree. Thanks for bumping the thread. Rep++

At this point, aliasing artifacts are my main complaint about the graphics in E: D. The latest patch has boosted the framerate a bit and has improved the anti-aliasing on the ship's dashboard. However, it's not enough. This game has many repeating bar elements (for grates, railings, etc.) which exacerbate these artifacts.
 
I'd be fine with Frontier implementing the superior D3D9-Render Path to the game as an optional parameter so I can freely force SGSSAA via Driver.
Guess this would be easier than to implement Temporal AntiAliasing, which is a blurry joke.

Someone above mentioned the Devs of Warframe recently (a year ago though...) implemented Temporal AntiAliasing and that it looks awesome in his opinion. Please force Warframe to run in D3D9 and force SGSSAA to redefine your definition of "awesome AntiAliasing".

Yet I'd also be interested for CTAA to be implemented in ED, so count me in! (Yet we all know by now how horribly bad Frontier is at implementing propetary features. Still waiting for Nvidia 3D Vision-Support. Wink Wink.)
 
Last edited:
Wylie28 doesn't have issues with this so I guess we all have to just accept the aliasing. Mmkay?

No i have ailasing. I dont have problems with sub-pixel elements. Two very different problems. I would much rather have better AA focused on reducing "jaggies" over the "flashies". You dont have accept anything, except for the fact that I, not you or anyone else, I want anti-ailising that does more anti-ailising.
 
Last edited:
Just wanted to say that the Temporal Anti-aliasing in Ghost Recon Wildlands is awesome. The image is almost free of aliasing and crawling artifacts, while still having a sharp and detailed image. I'm very happy with TAA in that game.

Hope we get some image quality improvements for ED in the future.
 
Last edited:
I have not been able to keep up with the techincal discussion on this thread, but as someone using a 1920x1200 monitor, anything that smoothes those jagged edges would be very welcome to me.

I know it's just a game, and I know that FPS is often better for most people, bit I'm an explorer. I don't care about performance - I just want it to look as realistic as possible whenever I'm flying around and exploring newly discovered planets.

In fact, give us hopelessly impossible-to--achieve settings.

One day, 10 years in the future, I want this game to still be ahead of it's time.
 
Last edited:
Now that we've seen the trailer for PS4, and received information that the Pro version will have improved performance... Any news on adding Temporal antialiasing? Come on Frontier!!
 
When I watched the PS4 trailer, the aliasing wasn't too bad. I wondered FD had implemented a better AA. Unfortunately, I think not. I watched it a few more times and I think they were doing their best to hide the bad aliasing. I think they were using SS=2, but mostly, there was a lot of movement and very short shots, which masks the aliasing artifacts.

I do think AA in the cockpit has been improved with the latest patch. I'm not entirely sure about the how, but I think maybe certain elements like the HUD holograms were previously ignoring the AA setting.
 
I don't think bad anti-aliasing code is to blame, more the design choice of having so much fiddly high-contrast detail (which is partly what gives it scale). I'd be surprised if it looked smooth even rendering brute force at 8k or 16k resolution and scaled down.

Do we know how much of a frame-rate hit temporal anti-aliasing would be?
 
I don't think bad anti-aliasing code is to blame, more the design choice of having so much fiddly high-contrast detail (which is partly what gives it scale). I'd be surprised if it looked smooth even rendering brute force at 8k or 16k resolution and scaled down.

Do we know how much of a frame-rate hit temporal anti-aliasing would be?

SMAA, the best option currently available, cannot handle single pixel lines, which results in horrible jaggies. High contrasts like you said doesn't make things better either.
No, you can't blame shader based antialiasing as it wasn't meant as a complete solution to aliasing. More like a general method that works in all occasions.
Temporal antialiasing differs from engine to engine. And while it can result in a slightly blurrier image, it often completely eradicate jaggies and texture shimmering. It can also be just as fast as SMAA. :)

- - - Updated - - -

When I watched the PS4 trailer, the aliasing wasn't too bad. I wondered FD had implemented a better AA. Unfortunately, I think not. I watched it a few more times and I think they were doing their best to hide the bad aliasing. I think they were using SS=2, but mostly, there was a lot of movement and very short shots, which masks the aliasing artifacts.

I do think AA in the cockpit has been improved with the latest patch. I'm not entirely sure about the how, but I think maybe certain elements like the HUD holograms were previously ignoring the AA setting.

I believe FD are using slightly edited gameplay footage (notice the high res Mass Effect lens flare that doesn't exist in the game) in their trailers.
 
Back
Top Bottom