I’m almost positive now there’s a motion vectors issue. There’s no way HDRP’s TAA causes this much ghosting. Not sure where the issue is though, skinned motion vectors is ticked. Maybe it’s related to the camera controller somehow, or HDRP’s motion vectors have issues with skinned MV. Or it’s related to the terrain? not sure…
I guess you also switched “skinned motion vectors” on already on SMR? Some kind of ghosting will always be there, especially on high contrasts. I try to avoid this by using darker colors for scene objects which get often overlayed by moving objects.
Yeah, skinned motion vectors is ticked
I mean I understand some ghosting, but this is pretty severe. People hate TAA when it has that much ghosting, and honestly I can’t blame them. And with HDRP you kind of need to use TAA, unlike URP/built-in.
If this is considered expected behavior, I’ll be hoping for further improvements to TAA because this will be immediately noticed by players. It’s not a tiny amount of ghosting that you need to zoom in or slow things down to notice. It’s very noticeable at normal speed of turning the character or moving the mouse. I believe jumping as well.
And this is with the minimum amount of TAA blending, default values for blending would make it more noticeable.
I’m almost positive now there’s a motion vectors issue. There’s no way HDRP’s TAA causes this much ghosting. Not sure where the issue is though, skinned motion vectors is ticked and . Maybe it’s related to the camera controller somehow, or HDRP’s motion vectors have issues with skinned MV.
Yeah considered that so I tried it with a cube, using the same soil texture, ghosting was still there with the cube in the background
I did use the motion vector debugger and motion vectors seem to be written, not sure if they’re correct though
You can try decreasing the anti flickering too and play with the blend factor - I can’t look at the bug right, but it’ll fall under our eyes hopefully soon
I actually did play with blending/flickering settings, and originally I posted a gif with the minimum amount of blending possible, unfortunately the ghosting was still very apparent.
Nope, motion blur disabled in default global settings & scene volume
Thing is you have to use TAA, not everyone has an RTX card.
I really don’t want to go back to SMAA/FXAA, it’s 2022 and we’re doing PBR games. Flickering shouldn’t be a thing.
Hopefully this is sorted. Maybe TAA will receive improvements in 2022.
And then, there’s the issue of terrain grass and trees having no motion vectors… (anything instanced loses MV)
Is this even possible to fix? Even UE has TAA ghosting everywhere(this is why i cant watch any UE related videos on youtube, my eyes start bleeding when i see how badly everything smearing in UE editor)