Does unity share unreal's ghosting and stuttering problems?

Short version for those who know what I’m talking about:

  • Does Unity’s TAA implementation have the same problems as Unreal, and if so can it be disabled or replaced without creating significant issues?
  • Does unity have a stutter problem like unreal does? (In unreal you can experience sutters while playing a default 3rd person template project in the editor, so it’s pretty inherent there, no matter how epic tries to deny it)

Full version:
An in-depth video about how TAA is damaging graphics in unreal by causing smudging and ghosting. And it’s true too, easily verifiable by playing just about any recent unreal game (stalker for instance).

If TAA in unity has the same problems (I imagine so, these issues are inherent to TAA, although there are probably ways to prevent this), can it at least be disabled without breaking other graphical features such as SSR, GI and a whole heap of other things?

And there’s also the so called ‘stutter struggle’; epic games calls it shader stutter, but it is not shader stutter. It’s traversal stutter.

Are stutters like this common in unity in general too?

Stutters in unreal:

Unity’s TAA is not something the rest of it’s render features have been developed around. So I think that, in general, the issues with Unreal’s TAA dependence do not apply to Unity.

Unity does suffer from a similar “shader stutter” issue, but this is very much controllable by developers. Either reject the usage of multi_compile and shader_feature, or pre-warm your shaders during a loading screen.

I hate the smearing on screen in games. I don’t think unity fixed this also I remember struggling with this in HDRP, but maybe there is some settings combination to minimize it or fix it.

as funky mentioned the stuttering because of on the fly shaders compilation. another good idea on paper no one figured out how to use properly. it is basically a “know how to juggle with resources” type of thing and we all know that most of us can’t juggle with nothing. the flexibility of the tech combining with the uncertainty of the user machine and the common gamer belief that his rig is more powerful than it actually is. a deadly combination.

Any implementation of TAA in any engine suffers from these issues to varying degrees, and all of them will have rendering situations where their negative side-effects are heavily pronounced.

This is part of the nature of all “temporal” rendering features and personally, I’d always disable them in games respectively as a developer I would not give users the option to enable it.

I wish TAA had never been published since it does not provide a meaningful improvement to anything due to the severe side-effects it will have in many situations. For a developer it’s next to impossible to control and avoid all of them.

I quote from the second video: “no system is immune to it” (in reference to traversal stutter).

I never bothered to look at what this TAA actually is, I’ve assumed is just some broken mess that I should not bother with. Reading what is actually about it make sense that the ghosting problem is just how this tech works if you just enabling it without any optimization