Temporal Antialiasing

Gave the new TAA a try by downloading the TAA branch from bitbucket and using B17, but the antialiasing has a persistent shimmer to it - did I do something wrong?

Likely not doing anything wrong. The version we have on bit bucket is not in the trunk branch for a reason yet. We have some patches coming in the next that should help with this. When we think it’s ready we will merge to the trunk branch. Having early access on bit bucket has its ups and downs.

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Thanks Tim, will be patient. Looking forward to it :slight_smile:

Bumping this with some info:

We have a new version of our prototype Temporal AA available on a branch on the bitbucket repository here:
https://bitbucket.org/Unity-Technologies/cinematic-image-effects/src/e280d3d7d497?at=taa

As a note, this code hasn’t really been tested on a wide variety gfx devices yet, it’s still in prerelease and may be really broken on some platforms.

You will need to wait until the beta 22 of 5.4 for this to work as we have added a small api to the engine in the camera (to assist with frustum jitter). Here is a video of the corridor showing how it looks on / off (I toggle a few times).

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Wow, looks much better than I last tried TAA in the corridor demo!

I bet Tim is really sick of that scene :slight_smile:

we need a new scene with lot of fine cables and lines :smile:

this scene does a pretty good job. Lots of tiny bevels and high specular. Lines are good too though :slight_smile:

Whoa, that looks soo good. The aliasing is so quiet even in the distance. A lot of games are going to get a significant graphical bump when this gets released – incredible work so far!

Hey, I’ve downloaded beta22 and the TAA code, it seems working and cool.
But I just want to make sure: there’s one C# script and one shader file, no other dependencies or co-working scripts, right?

The gui doesn’t work if added.
and it makes the image blur. I think it needs more work