TAA Ghost trail

Hello guys, is there any trick to avoid this ghost trail that appears in the video, is really creating a visual problem in our project. (HDRP 7.3)

I saw that some update in the TAA come in HDRP 9.0

But that means jump to an alpha version of Unity.

Thx for any help.
Regards.

Hi,

you just experience what everyone is experience with HDRP and the latest Unity LTS. This is also not just related to HDRP. Also people using URP have to struggle with this problem. New rendering features are only added for Unity betas and alphas, but nobody will use them in production.
Unfortunately, you will not get the improved TAA without upgrading to Unity 2020 which is required for HDRP 9.
But you just looked at the right other thread. You could merge the TAA updates in your local HDRP 7 package.
If nothing helps, you are forced to use FXAA for your camera.

If you can’t use TAA or can’t use modified HDRP package (I linked branches for few HDRP versions in that thread), your only option is to use some other AA method.

With HDRP your other alternatives are: SMAA, FXAA or MSAA (when using forward-only from HDRP asset). Do note that MSAA doesn’t work with SSR or raytraced reflections, otherwise it should be fully functional.

One thing worth noting is that even the best TAA implementations have ghosting with “right” material combo and movement. Like for example, I can see the improvement on new TAA implementation on Unity HDRP 9+ but I also can definitely make it still ghost if I want. In general things like these are poison for any TAA:

  • High frequency noise in textures. Think of common ground textures and they are usually filled with noisy patterns
  • Tiling/scale of those same textures can have a big effect if it ghosts or not
  • Fast moving / rotating objects with high contrast to background