Forum Discussion
8 Replies
- OskooI_0073 years agoLegend
I've always hated TAA. It makes the entire image so blurry. They should rename it Super Mario 64 AA. Anyone who's played Mario 64 will know what I'm talking about. The texture blur is insane!
I look forward to the day games use FSR 2.0 over TAA. I know they're both temporal, but one looks blurry and the other doesn't.
- LlamaWithKatana3 years agoSeasoned Ace
RSR already works there and looks pretty ok TBH.
Scratch that. It is not THAT amazing as it looked when I just first tried it.
- LivinFecalMatter3 years agoNew Traveler
AMD has released the source code for FSR 2.0, a temporal based upscaling solution similar to NVIDIA's DLSS. Adding this feature would allow AMD gamers and other non-RTX owners to enjoy higher framerates with little visual quality loss. According to AMD, if the game already supports DLSS than implementing it would take around 3 days or so.
Github page - LlamaWithKatana3 years agoSeasoned Ace@NBAasDOGG I tried to play with RSR but
1. It runs on lower resolution means whatever was on second screen get screwed.
2. And most important I find it harder to see distant details (other players) - OskooI_0073 years agoLegend
@LlamaWithKatanaI didn't think about the fact TAA can't be disabled in 2042. TAA at a low resolution is probably causing the blurry image. RSR would look better if TAA could be turned off in Battlefield's settings.
Maybe that's why DICE doesn't implement FSR. They can't figure out a way to disable TAA in their game engine without breaking other things.
- LivinFecalMatter3 years agoNew Traveler
Upscaling an image without applying any sort of anti-aliasing isn't recommended as it would exaggerate the jaggies even further. Even AMD advises against this.
implementing FSR 2.0 would be the best option in terms of visual quality/performance and general GPU compatibility.
- OskooI_0073 years agoLegend
@TofuChanTheDoggoTrue, but FSR applies anti-aliasing and upscaling after the frame has finished rendering. Which makes a difference because upscaling an image that already has TAA applied to it will look blurry. Which is what @Llama is commenting on with RSR.
So DICE still has to figure out how to remove TAA out of their render pipeline so it can be applied by FSR's image reconstuction process.I've read DICE doesn't have in-game options to turn off TAA because doing so breaks the lighting system in the game engine. So they'd need to uncouple TAA from the lighting system before they can implement FSR. So I doubt we'll get FSR due to how tightly TAA is integrated into 2042's game engine.
- LivinFecalMatter3 years agoNew Traveler
To be specific, FSR 1.0 doesn't support any anti-aliasing processing; 2.0 uses TAA as part of its algorithm.
If DICE managed to implement DLSS in their game engine, then there's nothing stopping them from doing the same with FSR 2.0