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TAA in Humankind

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3 years ago
Jul 21, 2021, 1:49:18 PM

While playing Opendevs and Beta I couldn't help but notice, how absolute dogshit TAA implementation there is. So much details are lost when units are moving! Can devs please add DLSS as an option to those of us, that have modern NVidia GPUs? Or is it not possible, because HK uses older Unity build?

Updated 3 years ago.
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3 years ago
Jul 21, 2021, 2:33:42 PM

What's with this trend with using words such as dogshit... I hope you were not aiming at being rude but it sounds quite disrespectful, a simple bad or terrible at the very best would have sufficed.

I'm sure that your suggestion is fair but your way of phrasing it makes people overlook the main reason of your post.

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3 years ago
Jul 21, 2021, 3:54:23 PM
Sewata wrote:

What's with this trend with using words such as dogshit... I hope you were not aiming at being rude but it sounds quite disrespectful, a simple bad or terrible at the very best would have sufficed.

I'm sure that your suggestion is fair but your way of phrasing it makes people overlook the main reason of your post.


The word "Terrible" or "imperfect" has been lost to time.
Although in truth, TAA and DLSS have had issues working together so there is concern adding that in. Although DLSS in Humankind seems a bit useless, unless theres a big performance killing texture quality i've yet to see myself in the game.



Updated 3 years ago.
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3 years ago
Jul 21, 2021, 5:36:01 PM
Sewata wrote:
I hope you were not aiming at being rude but it sounds quite disrespectful

There's nothing to respect, current TAA implementation looks atrocious on small moving objects, all units basically.


TheLoneWildWolf wrote:
TAA and DLSS have had issues working together 

They aren't working together, DLSS replaces TAA. Prime purpose of DLSS was always anti-aliasing, performance boost came as a pleasant bonus.

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3 years ago
Jul 21, 2021, 9:20:29 PM

I'm not a native english speaker and I got surprised with that term, because in my culture dogshit sounds very offensive, it might not be used with that intention in the english language though, not sure.

Respect is a big thing for me, you might think otherwise, but let's not discuss further about this, as I said I'm sure you have a point when it comes to the reason of the post.

Hopefully the problem will get addressed.

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3 years ago
Jul 21, 2021, 10:00:20 PM
Sewata wrote:

I'm not a native english speaker and I got surprised with that term, because in my culture dogshit sounds very offensive, it might not be used with that intention in the english language though, not sure.

Respect is a big thing for me, you might think otherwise, but let's not discuss further about this, as I said I'm sure you have a point when it comes to the reason of the post.

Hopefully the problem will get addressed.

It sounds very offensive to this native English speaker, too.

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3 years ago
Jul 21, 2021, 10:18:40 PM
Sublustris wrote:
Sewata wrote:
I hope you were not aiming at being rude but it sounds quite disrespectful

There's nothing to respect, current TAA implementation looks atrocious on small moving objects, all units basically.


TheLoneWildWolf wrote:
TAA and DLSS have had issues working together 

They aren't working together, DLSS replaces TAA. Prime purpose of DLSS was always anti-aliasing, performance boost came as a pleasant bonus.

They mean much more "Saying something is bad or flawed, doesnt mean you have to swear or use hostile wording" Bad TAA integration is diffrent to "dogshit" TAA.

Also many DLSS uses have TAA in background under it. So some games conflict with it. Plus DLSS is so limited that it gives AMD users a punishment honestly, with just how DLSS doesnt seem to do much than performance and blur the screen elements. Its more like TAA with the issues of FXAA.

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3 years ago
Jul 22, 2021, 9:35:17 AM
TheLoneWildWolf wrote:
Bad TAA integration is diffrent to "dogshit" TAA.

Fine, I'll settle with canine feces TAA


TheLoneWildWolf wrote:
Also many DLSS uses have TAA in background under it. So some games conflict with it.

What are you talking about? That's not how it works. Any sources to your statement?

For it to work to it has to be implemented at specific point in rendering pipeline, gathering batch of previous rendered frames and motion vector data, among other inputs . Thus, it replaces TAA, as one can't work after the other in current implementation.


TheLoneWildWolf wrote:
Plus DLSS is so limited that it gives AMD users a punishment honestly, with just how DLSS doesnt seem to do much than performance and blur the screen elements.

Again, this can't be true. DLSS doesn't work with AMD hardware, as it requires NVidia-specific hardware (tensor cores) to work at all. 

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