Is it just me ? TAA and SSR still non-functional in HDRP 7.2.1 & Unity 2019.3.6

TAA still jitters, I thought the update log in 2019.3.6 fixed this issue(Unity Issue Tracker - Moving gameObject's Motion Vectors are not updated (remains non-zero) when it is stopped via script) , turns out it’s NOT

and SSR, so many artifacts, regardless of the quality setting.

I wonder if there is a update routine for HDRP? Really looking forward to see them working.

Still in HDRP 7.3.1, seriously ? Am I missing some settings to make TAA and SSR work correctly?

And you are testing this on 2019.3.6f1 which just released yesterday (and supposedly has the fix)?

As I said, Unity 2019.3.6 with HDRP 7.2.1& 7.3.1. Do you mean that you have no issue with TAA on 2019.3.6f1 ?

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.

HDRP 7.3.1

150 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:

https://github.com/Unity-Technologies/ScriptableRenderPipeline/tree/HDRP/TAA

no idea when they plan to merge that though.

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.

TAA changes have now a PR here: https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/6348

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I am really glad they re-did the TAA. It was much needed.

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They’ve redone TAA so many times now but this looks like it could be the most usable yet :slight_smile:

This would be very cool, AFAIK current Unity TAA is a bit of old.

I found some other threads discussing SSR artifacts (especially on emissives ), months old but not solved. Here’s my situation with High SSR quality:

@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.

Do the windows have a transparent material. There is known limitation which makes transparent materials appear perspectively distorted in reflections. See https://github.com/Unity-Technologies/ScriptableRenderPipeline/blob/433f59234d521e484250c0130fe2c19910136660/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md at the bottom.

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.