I understand the original need for TAA to remove aliasing while in motion but it’s insane how bad it can look in some implementations
And the crazy thing is that UE and other devs when abusing/forcing TAA is that generally they will put effects at half resolution, clouds, hair, trees, etc. They have this dithered look on them. This is to save performances. So where the fuck is the performance?? There’s games from a decade ago that pushes better graphics than some modern attempts and they have good image quality without TAA. Or hell, Doom with SMAA looks bloody amazing.
In fact, forced TAA with no option to remove it is pretty bad for PC long term. If I want to SMAA 8x a game in 15 years from now because computers are super powerful, you should let me.
Zathalus
yes he’s a grifter for sure, but at least makes some good points unlike most of YouTube influencers, just have to take his dramatic tone with a pinch of salt.
On the topic of lighting, Quantum Break had amazing lighting system for its days, still holds up.
Games that are DYNAMIC or massive open world where it would take artists 10 years to put the lights, should chase ray/path tracing.
Anything small scale and static, should have been baked this gen. The solutions the industry came up with to make it look good, have indirect lighting, etc is pretty ingenious. There’s absolutely no reasons for Silent Hill 2 to use Lumen. But even if devs want the shortcut (understandably), it should not be refreshing the global scene like they are doing because the scene is static. Lumen should be used intelligently…