So..TAA with SMAA possible with shaders? Seems so!
- cbdeakin
Also, it seems to work well with SMAA in the Witcher 3.
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- cbdeakin
I've also found it works better if you load [strike]SMAA[/strike] any shader before the TAA shader loads (in the home menu).
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- Riadon
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- canceralp
Could it be possible to use TAA without jittering? I know jittering is there for increasing sample information in time domain. But how about making a 1.5 FSAA with VSR/DSR and also applying Gaussian clamping with both neighbouring and previous pixels?
Let me explain it simpler:
Every Pixel has 8 neighbours.
Frame 1) take 3 of the neighbours and let them effect the pixel by a percentage. Then save the frame even after displaying the frame.
Frame 2) take another 3 neighbors and do the same blending. And then add the previous pixel data with a percentage weight.
Frame 3) Same story. Find new 3 neighbours, blend, then blend with previous 2 frames.
Frame 4) Do the same.
Always blend the current frame + 3 previous frames. Since they share information from different neighbours, in a still image it would be a perfectly smoothed image. Add that some extra VSR/DSR resolution and you are good to go.
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- aaronth07
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- canceralp
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- j4712
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- canceralp
j4712 wrote: we dont have acces to motion buffers so taa is basicaly impossible. im working on some things but it will take a long time befor any of it will be usable...
If you need any volunteers, I would love to be one. Anything is better than nothing when it comes to TXAA titles, like GTA V.
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- Markimoo
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- Nanon_Mod
For me this is a TAA that work perfecly, other things isn't good.
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- aaronth07
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