Temporal AA gone?

Just imported Universal pipeline package and started poking around and I’ve noticed that I only seem to have FXAA and SMAA options, TAA seems to be gone.

Has TAA really been removed? Is it planned to be re-integrated later?

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Hey,

Yes TAA is currently not supported due to the current Forward Renderer in Universal RP(and LWRP) not supporting motion vectors which are required for decent TAA.
Once we support motion vectors in Forward and the upcoming Deferred Renderer we will add TAA back in.

Cheers

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Hi, Any word on this, could you give us a time frame on when this might happen?

Still nada?

Any updates on this ?

Hey All,

We are currently doing our planning for next year and motion vectors is listed as considered work with a fairly high priority, so I would say it has a high chance of making it in for the 2021 cycle, but I cant promise anything as we are still planning out everything, and figuring out what we can achieve.
As soon as motion vectors is in there for per-object motion blur then porting TAA from PPv2(or HDRP whichever makes more sense) will be straight forward.

If you want to push it more, cast a vote on the product board :slight_smile:
https://portal.productboard.com/unity/1-unity-graphics/c/133-post-processing-object-motion-blur

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Hi, thanks for the heads up.

Is the motion vectors a necessity for the effect, or could for example use a camera jitter as option to provide the effect faster and then refine ?

Thanks

I simply implemented the TAA for URP without the motion vectors.

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Hi,

Is there any new on the Temporal AA solution mentioned ?

thanks

I recently worked on a project that required better Anti aliasing and found a github repo with a working TAA for URP

Hi, it seems motion vectors are added in URP 12. Any updates on TAA?

I’m sure Unity is planning to put TAA back in at some point but is lacking some transparency on this matter. There’s no ETA when this will happen but it’s fairly certain that it will not happen during 2021 cycle anymore. Unity also doesn’t have any mention of plans for TAA on their product board atm: https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/tabs/3-universal-render-pipeline.

It’s possible to integrate some 3rd party TAA (or the old one) yourself to URP but it’s a lot of manual labor.

I also see that this paid asset now has movec support on URP 12.

@FreezerCH , does this work in VR while using SPI?

I guess the 2021 estimate isn’t gonna make it.
I personally find it hard to take URP seriously without TAA, or something equivalent to it’s quality & performance.
HDRP has a very good TAA implementation (2020.2+), hope urp will be the same. With exposed parameters, similar to HDRP.

also need SSR…

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Is TAA up already in 2022?

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Would be great to know this indeed.

Also i wonder if could make it open source, so we could micro tweak it or integrate it as needed in our code, this would also help a lot.

Looking at the roadmap it looks like it has landed in 23.1a and backported to 22.2

https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/c/1075-temporal-anti-aliasing-taa?utm_medium=social&utm_source=portal_share

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