Forum Discussion
@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.
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