this post was submitted on 10 Mar 2025
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[–] sp3tr4l@lemmy.zip 9 points 3 days ago (1 children)

Almost all implementations of DLSS and FSR literally are evolutions of TAA.

TAA 2.0, 3.0, 4.0, whatever.

If you are running DLSS or FSR, see if your game will let you turn TAA off.

They often won't, because they often require TAA to be enabled before DLSS or FSR can then hook into them and extrapolate from there.

Think of TAA as a base game and DLSS/FSR as a dlc. You very often cannot just play the DLC without the original game, and if you actually dig into game engines, you'll often find you can't run FSR/DLSS without running TAA.

There are a few exceptions to this, but they are rare.

[–] Vlyn@lemmy.zip 1 points 2 days ago (1 children)

TAA just means temporal anti aliasing. Temporal as in relying on data from the previous frames.

The implementation of DLSS and FSR are wholly separate from the old TAA. Yes, they work on the same principals, but do their own thing.

TAA as a setting gets disabled because the newer methodes fully overwrite it. Some games hide the old setting, others gray it out, it depends.

[–] sp3tr4l@lemmy.zip 1 points 2 days ago* (last edited 2 days ago) (1 children)

The implementation of DLSS and FSR are wholly separate from the old TAA. Yes, they work on the same principals, but do their own thing.

TAA as a setting gets disabled because the newer methodes fully overwrite it.

This is very often false.

DLSS/FSR need per pixel motion vectors, or at least comparisons, between frames, to work.

TAA very often is the thing that they get those motion vectors from... ie, they are dependent on it, not seperate from it.

Indeed, in many games, significant other portions/features of a game's graphical engine bug out massively when TAA is manually disabled, which means these features/portions are also dependent on TAA.

Sorry to link to the bad site, but:

https://www.reddit.com/r/FuckTAA/comments/motdjd/list_of_known_workarounds_for_games_with_forced/

And here's all the games that force TAA which no one has yet figured out how to disable:

https://www.reddit.com/r/FuckTAA/comments/rgxy44/list_of_games_with_forced_taa/

Please go through all of these and notice how many modern games:

  1. Do not allow the user to turn off TAA easily, forcing them to basically mod the game by manually editing config files or more extensive workarounds.

  2. Don't even tell the user that TAA is being used, requiring them to dig through the game to discover that it is.

  3. When TAA is manually disabled, DLSS/FSR breaks, or other massive graphical issues crop up.

TAA is the foundational layer that many modern games are built on... because DLSS/FSR/XeSS and/or other significant parts of the game's graphical engine hook into the pixel motion per frame comparisons that are done by TAA.

The newer methods very often do not overwrite TAA, they are instead dependent on it.

Its like trying to run or compile code that is dependent on a library you don't actually have present... it will either fail entirely, or kind of work, but in a broken way.

Sure, there are some instances where DLSS/FSR is implemented in games, in a way that is actually its whole own, self contained pipeline... but very often, this is not the case, TAA is a dependency for DLSS/FSR or other graphical features of the game engine.

TAA is massively different that older MSAA or FXAA or SMAA kinds of AA... because those don't compare frames to previous frames, they just apply an effect to a single frame.

TAA provides ways of comparing differences in sequences of frames, and many, many games use those methods to feed into many other graphical features that are built on top of, and require those methods.

To use your own words: TAA is indeed a mess, and you apoarently have no idea how foundational this mess is to basically all the new progression of heavily marketed, 'revolutionary' graphical rendering techniques of the past 5 ish years.

[–] Vlyn@lemmy.zip 1 points 3 hours ago

I get all that, but it's still not what I'm trying to explain. If TAA is forced in a game that supports DLSS/FSR it's still not used in the image itself, but rather just the motion vector data gets piped into the new algorithm.

Otherwise even with DLSS/FSR active you'd have all the smearing and bad quality of the original TAA implementation, which you simply don't.

So it's just pedantic if a toggle in a game appears on/off or at all, if the engine just uses the motion vector data and then uses DLSS/FSR/XeSS or what have you to actually do the anti-aliasing.