Is this amount of TAA ghosting on a skinned renderer expected?

Case 1426984
Default blending TAA value:
x717iq

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…

Did you maybe turn off motion vectors somewhere?

I don’t think, didn’t touch any HDRP settings, and motion vectors show up when using the debugger and moving the camera

no it’s just that bad

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.

default blending value:
x717iq

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.

Try without the terrain. Does it still ghost? Use debug motion vector view so you can see the motion vectors.

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 sure? Because I don’t see bad motion vectors over the sky or orange cube.

What are your settings on the camera? Also it’s hard to tell what could be wrong in this situation unfortunately.

In theory skinned meshes should write proper motion vectors.

550q5w

camera:

8119424--1052222--Unity_ySsGVpLr3K.png

8119424--1052225--Unity_o8J9ODKdpY.png

You can download the project from the bug # report

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 :slight_smile:

Are u using motion blur??? I think i also had this issue but after disabling motion blur it fixed it!?

I tried to add some seagull flock animation, but got issues with skinned mesh renderers and DLSS due to MV’s I think.

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

I’ve been saying this for a long time.

Unity’s motion vector will break randomly, and not work.

This is only noticeable when TAA is on.

I’ve been saying this for like 5 years now.

It starts to paint the screen when the color contrast is high.

If the object is near camera, it smudges.

If the material uses triplanar, it smudges.

Vertex animated objects with Motion Vector? → it smudges.

And then restart PC → fixed.

I’ve given up on TAA long time ago.

Solution: Don’t use TAA, turn on DLSS and let AI fix it.

Funny thing is, even if you disable motion vector for vertex animated materials, it will fix it to some degree.

Love nVidia for this.

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)

But it’s definitely more better than unity!!