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temporal AA is meant to go hand in hand with trilinear filtering. impletmented properly, this allows things that are near to the front use less AA. Unfortunately, it currently does just the opposite, unless you have a next-generation vid card. temporal AA DOES use more gpu power perse, but it's really mem swapping that causes performance drops. as far as i can tell, the texture get rendered 3 times, instead of the twice it should be(currently it draw, then applies AA, then removes were it can, whereas it should be drawing, and then applying AA where needed). like my explanation as for what is currently happening, it's quite obvious why performance drops. Although this is not exactly what is happening, it's pretty damn close. trilinear filtering will offer the best performance-to-visual detailing on most cards, but temporal allows some of the jaggies to become a blur. it takes quite a bit of rendering time to make this happen, and is a new thing, so don't expect it to be perfect for a while. and remember that flogging a dead horse gets yuou nowhere, so old stuff will only go SO far...pci-e push should be changing thing quite drastically in the next 6 months
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I thought what TAA did was to do the equivalent of the next setting up but render half of it for each frame so if you were to see a still image it would still look like 2xAA for example but that the whole sequence would look much better ![]() |
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you could be right...i just look at the render pathways. if you download the ATI sdk, there is good write up about it, but it's kinda hazy as to what TAA exactly is. regardless, it still requires alot of cpu time for the proper textures to be rendered with/without AA, and they pass through the mem a few times. seems wasteful to me, and very easily explains the slowdowns
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