TAA also has a strange slip error in the DX11. I use DX 12 but it is not stable in the editor. I realized that there are too many ghosts now. I’m working on the FPS game and the ghost is very clear at 60 FPS.
Your initial message was written before 2019.3.6f1 was even released. Just making sure you are not still by accident on older version where it’s not fixed yet (maybe worth double checking still?).
There is a WIP branch here that reduces ghosting a lot + has additional controls that let you omit things from TAA by high speed etc:
Actually 2019.3.6 was released at the time, just a few hours before. I always check the tech release forum thread, it comes before HUB notice. Anyway what is stated a fix in 2019.3.6 is actually no use to me.
@huzhangyang have you actually tried to adjust the Screen Space Reflection Override settings? Set it to custom and increase Max Ray Steps? You really didn’t tell much about your setup. You could also link the threads so that it would benefit others (and maybe get the issue solved.)
But with something like 64 steps I don’t have much artifacts at all, except what is to be expected with the limitations of screen space reflections (due to the technique.)
I saw you reply on https://discussions.unity.com/t/771607 . High SSR quality by default means 32 steps. I tweaked to 64, 128, 256 and nope. Also as can be seen it’s not only about the fuzzy edge, but also a duplicate reflection displayed beside.
Thanks, I saw that eariler. However artifacts still exists even if Reflect Sky option is off. Also that didn’t explain why it was working on PPV2. I guess there are some other bugs caused these artifacts. If only I can turn off transparent material reflections once and for all, that would still be better than what it is now.