Blackbird 54 Share Posted November 17, 2015 Are they same thing with different name or is one Nvidia-only(TXAA) and the other not(TAA)? From what I've seen both are same thing? Link to comment Share on other sites More sharing options...
primusauloon 7 Share Posted November 17, 2015 TXAA is Nvidia tech and uses MSAA plus Temporal filter, can't specifically say exact details.TAA isn't and doesn't work the same way.Just recently there was a discussion about it herehttp://forums.guru3d.com/showpost.php?p=5189230&postcount=1938 Link to comment Share on other sites More sharing options...
Blackbird 54 Author Share Posted November 17, 2015 Ah so they are separate! What a confusing naming. Link to comment Share on other sites More sharing options...
Marioysikax 89 Share Posted November 17, 2015 Also if I'm not totally incorrect here, TAA means temporal antialiasing, but there are tons of differend methods using the same name? Link to comment Share on other sites More sharing options...
primusauloon 7 Share Posted November 18, 2015 Also if I'm not totally incorrect here, TAA means temporal antialiasing, but there are tons of differend methods using the same name? Pretty much, most of the time each letter means something. Generally T is for Temporal(might be some rare cases where it's used for Transparency but I haven't seen any). So if it's TAA, TXAA, SMAA T1x/T2x/1Tx those are all for Temporal AA as well as any other thing they deal with MSAA geometry(TXAA) or SMAA edge detection. Link to comment Share on other sites More sharing options...
Blackbird 54 Author Share Posted November 18, 2015 Well it should be added to Glossary page eventually to clear up the confusion and make [[TAA]] link to it :) Link to comment Share on other sites More sharing options...
Mirh 103 Share Posted November 18, 2015 If anybody is up for this (I wouldn't and couldn't personally, sorry) I think it would even be time for a revamp, honestly. For example, the first thing that come to my mind is distinguishing between pre- and post- processing AA Another thing, perhaps, could be a comparison table between the features of the various SSAA, MSAA and PP methods. Last but not least, why not crops with actual visual difference. Link to comment Share on other sites More sharing options...
primusauloon 7 Share Posted November 21, 2015 Well, I'm not sure I'm 'qualified' for this I know a few things but not enough, as for crops, because the main effect of Temporal AA is during movement, that cannot be captured on screenshots. Mr.Bonkers could probably do it tho.A while ago I tried to make a video attempting to capture the effect of SMAA vs TXAA, tho it seems AC4's SMAA has some amount of temporal filtering too.http://a.pomf.se/vyvolw.mp4 Link to comment Share on other sites More sharing options...
BONKERS 32 Share Posted November 21, 2015 They are completely different. TXAA uses MSAA and adds a temporal filter and custom resolve filter.I'd say TXAA's closest relative in any way is UE4's TAA, which also uses MSAA in a very basic way. Though in practice UE4 TAA is extremely poor in quality (The same can be said of Unity 5's seemingly new Temporal AA solution as well).TXAA itself can vary depending on the game as well, due to customization on things like the filter width on resolve. But also is extremely dependent upon how well MSAA is implemented as it depends on it. Most times these days in a modern game, MSAA is of very poor quality. Corners are cut, shortcuts made to try and make it more performant while sacrificing quality. (Which is clear in the new AC game. The game already saps up performance as it is. It would just make them think it would make them look bad if 4xTXAA/MSAA made the game unplayable even on the highest end of GPU).TAA is a bit of a misnomer as well, as that's just an ambiguous descriptor given by developers when they don't have a proper designation for their specific take on it. (Most times it is fairly poor anyway. I can count the number of games on one hand that have implemented any form of temporal reprojection for AA without poor quality and major issues.) Though, UE4's just takes that route. Mirh 1 Link to comment Share on other sites More sharing options...
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