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[deleted by user] by [deleted] in FuckTAA

[–]ThreatInteractive 35 points36 points  (0 children)

Heads up. This is not a preset issue or a starfield issue.

We'll be showing this kind of detail loss produced from DLAA to thousands of people in our next video.

The test will have a great impact on viewers due to:

  • Using preset C
  • Using the newest .dll 3.7.20
  • It being a direct Nvidia implementation
  • Running on an engine with advanced motion vectors.

No stones left unturned.

Stay tuned.

Question about MFAA and MSAA by CowCluckLated in FuckTAA

[–]ThreatInteractive 17 points18 points  (0 children)

MFAA can be implemented as an option without drivers. It's just that nobody has realized the potential shown with it yet.

MFAA is temporal by nature because it changes sampling positions across like TAA. TAA is limited to 1 sample per pixel. While MSAAx2 can have 2 samples per triangle edge (why we brought attention to quad overdraw research).

MSAAx2 keeps the sample positions constant as frames are generated. MFAAx2 is MSAAx2 but changing the 2 sample positions every over frame making it temporal and somewhat reliant on frames per second. It only requires one past frame/less chance of ghosting error.

MSAA+TAA would be more like something seen with quantum break which looks pretty gross (we had a clip of it in our first video).

Even developers are confused about this which is why we are producing a video on this soon.

Question about MFAA and MSAA by CowCluckLated in FuckTAA

[–]ThreatInteractive 18 points19 points  (0 children)

MFAA is temporal MSAA without ghosting.

It basically spreads across the MSAA 4 samples across two frames using differently sampled MSAA(2) positions across two frames. And it keeps on going, some games will allow your driver to override the engines set samples or wont.

As for anti aliasing methods, I really suggest trying them all for yourself. Plenty of shills will tell you to watch the digital foundry video on TAA but that video is infuriatingly wrong about so many things. I suggest watching the Threat Interactive video anti-aliasing as it's a direct response to digital foundry.

Epic's Unreal Optimization Disaster | Why Nanite Tanks Performance! by ThreatInteractive in 3Dmodeling

[–]ThreatInteractive[S] -1 points0 points  (0 children)

We never asked for donations until commenters request we make a portal and you conveniently forgot to mention our repeated statements telling users we are NOT asking for donations still despite owning a donation portal at support request.

EDIT: https://youtu.be/UHBBzHSnpwA?si=OkSTDIVasnZ26-2y

Epic's Unreal Optimization Disaster | Why Nanite Tanks Performance! by ThreatInteractive in 3Dmodeling

[–]ThreatInteractive[S] -2 points-1 points  (0 children)

In case we have some mod issues.

We decided to share this 3D modeler communities since we discuss visual and performance benefits of topology style concept that aims to take advantage of how traditional mesh rendering is done of the GPU.

Our studio documentary on the abusive use of TAA is now published on YouTube. We need you help to get it viral. by ThreatInteractive in FuckTAA

[–]ThreatInteractive[S] 9 points10 points  (0 children)

Please comment, like, and subscribe so the algorithm can get more views on this issue. The video is long but has several times the information Digital Foundry's addressment on the issue included.

Not only are the visual issues with TAA/Upscaling addressed, but abusive use of temporal smearing for performance and optimization is proved in great detail as a industry lie. We also included TAA design requisites that derive from more than a years worth of Anti-Aliasing Research from a pro motion stance you wouldn't find from most modern studios.

Share this video everywhere you can like hashtags, other media, and online groups like discord. This will also be sent directly to Epic Games and their forums.

Thank you.

Our studio documentary on the abusive use of TAA is now published on YouTube. We need you help to get it viral. by ThreatInteractive in MotionClarity

[–]ThreatInteractive[S] 12 points13 points  (0 children)

Please comment, like, and subscribe so the algorithm can get more views on this issue. The video is long but has several times the information Digital Foundry's addressment on the issue included.

Not only are the visual issues with TAA/Upscaling addressed, but abusive use of temporal smearing for performance and optimization is proved in great detail as a industry lie. We also included TAA design requisites that derive from more than a years worth of Anti-Aliasing Research from a pro motion stance you wouldn't find from most modern studios.

Share this video everywhere you can like hashtags, other media, and online groups like discord. This will also be sent directly to Epic Games and their forums.

Thank you.

Comment & Upvote Nvidia Driver Feature Request For Plasma TV Preservation Settings. by ThreatInteractive in MotionClarity

[–]ThreatInteractive[S] 4 points5 points  (0 children)

We got ahold of a 60 inch 720p Plasma for higher resolution Temporal AA/Upscaling Motion Testing for 60hz. The picture quality absolutely crushes PPI expectations but we know we and other users of these displays could be getting a much better results.
This is for our custom solutions that abide by motion clarity requisites no temporal design abides by fully.

This is an obscurer request for Nvidia to come across so support like upvoting and commenting similar need is really important.
Thanks for your support and get ready for an epic video release!

Request: Video Submissions For Studio-Produced TAA Awareness Video by Scorpwind in FuckTAA

[–]ThreatInteractive 2 points3 points  (0 children)

A lot of the footage under in the video flair in the sub are perfect examples. They're just too compressed. At this point it doesn't need to be lossless, either 4k or very high bitrate 1080p should work.