[V3 RELEASED!] CTAA V3 ' CINEMATIC TEMPORAL ANTI-ALIASING ' now with HDRP

CTAA NXT V3 2021 RELEASED AND AVAILABLE
NOW WITH HDRP SUPPORT
’ Cinematic Temporal Anti-Aliasing ’ for PC & VR + HDRP


UNITY ASSET STORE
ALL PREVIOUS CUSTOMERS CAN NOW UPGRADE TO V3!
SPECIAL LAUNCH PRICE

The premier next generation cutting-edge temporal anti-aliasing solution for PC and VR
(OCULUS / HTC VIVE)

CTAA NXT V3 2021 is a Major upgrade now with full support for HDRP as well as providing significant Quality and performance increases accross the board for all available Render pipelines for PC + All VR devices.
- 2 METHODS OF CUSTOM LAYER SELECTION ADDED! You can now Exclude CTAA Temporal Anti-Aliasing from any Object or GUI Elements and it’s Easy! When using the new Supersampling addition, custom layer selection script can be used, if not, the default method should be used which is explained in the Documentation Update file.
- Layer Exclusion works for All versions including all VR versions, so it is easy to eg. exclude the GUI elements from CTAA for crisp and clear UI
- All other third-party Post effects such as the Unity Post processing Stack V2 works with layer exclusions
- 2 SUPERSAMPLING Methods, CinaSoft and CinaUltra Added. These can be used together with CTAA at the same time to achieve the Ultimate Anti-Aliasing for very Demanding scenes and true next-gen AAA look.
- CTAA for PC now checks resolution changes automatically and scales all required render targets, eliminating dark outline anomalies and proving a much more robust usage workflow.

- CTAA PC GUI is updated, MSAA can now be controlled from within CTAA UI

- More Demo scenes added for each version for PC and VR outlining the new updates and usage methods.
- More prefabs added for quick start for PC and VR. Prefabs are also available for layer selection setup
- Single Pass VR mode is now Clearer with more accurate motion vectors
DOWNLOAD MULTIPLE EVALUATION DEMOS NOW

► CTAA PC DEMOS

► CTAA VR DEMOS OCULUS & VIVE

► CTAA VS UNITY TAA PC DEMO

NEW! CTAA VS UNITY TAA VS FXAA PC DEMO 2

Today Unity Changes! With a single click, CTAA enables all Unity users to achieve near off-line Cinematic Render Quality results in Real-Time. CTAA provides the highest performance/ quality in comparison to other available solutions on Unity and other Engines. Reduce and eliminate Aliasing from Specular highlights and bright pixels especially when using post effects such as Bloom or Depth of Field including Aliasing on alpha tested edges. Being a temporal (Time based) process, new pixel data is gathered from past and extrapolated future frames for final re-construction based on velocity information.

NOTABLE CTAA CUSTOMERS - INDUSTRY TESTED

CTAA provides unmatched quality results impossible for other ’ spatial only ’ solutions such as MSAA, FXAA, SMAA. Other 'Temporal ’ methods suffer from extreme jitter / Ghosting / blurriness and the AA is not properly retained while the Camera is in motion. They also introduce excessive post- sharpening filter to mitigate the blurry results while ruining the final image.

Works with FORWARD & DEFERRED Render paths, compatible with and can be used at the same time with the Unity Post Processing stack V1 and V2

► No more Specular SHIMMER or ALIASING
► No more PBS induced high-frequency FLICKERING
► No more HDR Bloom FLICKER
► No more ROGUE/STRAY Pixel SHIMMER

CTAA at 4K

ROCK STEADY Film Quality sharp Anti-Aliased image at blazing performance rates for PC and VR

GREAT FOR VR!
MSAA can also be used together with CTAA (when in forward render mode) providing unmatched true off-line quality results. This is a great option for all VR projects due to a significant increase in quality at little performance cost. 2xMSAA is sufficient to providing AA equivalent to 8xMSAA quality together with all the advantages provided with a temporal solution.

SAILING SHIP

4K PANORAMIC 360 nVidia ANSEL Screenshot

UNITY ASSET STORE

SPECIAL LAUNCH PRICE
PLEASE VISIT www.livenda.com for more information e-mail and support
THIS IS THE OFFICIAL CTAA THREAD, PLEASE KEEP ALL QUESTIONS and INQUIRIES RELEVANT TO CTAA, THANK YOU.

1 Like

We have Good news to share
Price now only $195 Until the 15th of February for our launch special, available on the Asset Store . Also stay tuned for other great announcements coming soon.

We are currently working on more VR demos, this is an in Editor screenshot comparison image of
CTAA Cinematic Anti-Aliasing for OCULUS VR in Deferred mode with Linear Color Space.

CTAA PRICE UNTIL 15th February, ONLY $195 LAUNCH SPECIAL! On the Unity Asset Store

What do the Oculus and Vive one do differently than the PC one?

Hi, each version is tuned for that platform, also, due to differences each has a specific (different ) method of generating motion vectors (which is required for re-projection) to make it work.

Michael

Hey guys, just a quick question is it advisable to also use FXAA together with CTAA in deferred mode? Cheers

Man I gotta pay my taxes everybody trying to take my money! Luckily this one I can wait a bit, it will be more for end production polishing. Yes I know price will go up it is ok I can see the value!

1 Like

In Deferred mode we do not advise to use any other AA solution when using CTAA, FXAA will just make it blurry.

Can you repair the demos for the new steamvr. These don’t work with the current version

Hi, Just tested with the latest SteamVR runtime (updated 10 January) and it is working fine here, can you please provide more information. SteamVR runtime updates should not just break compiled executables, thanks.

There was another update to steam vr after the 10. What happens is it gets stuck in the waiting room however you can see it playing on screen but not in the headset.

Thanks, can you tell us the exact version of SteamVR you are using (I think there was another update on the 26 Jan after checking)

Cheers,
Michael

Actually the latest released version (Not Beta) was built on the 10th and released on the 26th Version number
1515522829, this is the latest and should be tested with this.

Few things.

  • What is the normal price? I would like to know how good of a deal I am getting.
  • Nice that you are providing many demo’s but the pc demo is based on Unity 5 and the comparison demo is based on Unity 2017.1. Please upload a demo with 2017.3 with adjustable settings (eg. Unity TAA values) and also add the latest post processing stack so that we can check how it interacts with other effects on. I strongly feel that CTAA is good but there just isn’t enough technical information. I don’t mind the price, but I don’t want to buy what I can’t evaluate. Think from a dev’s perspective and pretty much all vital info is missing (Livenda describes it, but dev’s don’t believe it.)
  • I can notice aliasing on the PC Demo’s on objects far away from camera and wasn’t happy with it. Is this because it is based on Unity 5 or because that’s just CTAA?
  • In the comparison demo, Unity 5 TAA settings seem unfair. I’ve been using Unity TAA in both shipped and in-development projects and I feel that you guys deliberately adjusted settings to make TAA worse and CTAA better. Whether that is just me or that is what you guys did, all this could have been avoided if you provided adjustable sliders to test it myself. Why make 8 demos and none of them serve as one?
  • Stop trying to be flashy…your potential buyers are not end users and will see through that…if anyone is interested in spending $200 for a AA solution, then chances are that person is not interested in cool trailers or demos…rather focus on providing infos like (1~4). Remember that person is looking to see if CTAA is a viable option for his/her project…I feel that CTAA is priced higher than the general Unity assets because you guys are spending money on stuff like this…(Once again, I don’t mind the price tag, I just wish you guys are focusing on the product and the developers…). For example, I spent some time around to see if CTAA would work for my project, but couldn’t find enough information to come to a conclusion, sure I can spend $200 to"test it", but I don’t think that is just a smart thing.
  • CTAA is Temporally Supersampled AA, correct? Then can you provide comparison vids on how CTAA is against other TSAA imeplementations, rather than Unity TAA. There is a clear difference between TSAA and TAA and its results. What Lavenda should be doing is showing off how CTAA as a variant of TSAA is performing against other TSAAs. Given that CTAA is the only TSAA available on Unity, just about anything will work. CTAA vs Unity TAA performance is good info, but your buyers probably know that.

Just my 2cents…

  1. Normal Price $395 after the 15th of February, current price $195, CTAA reached number 1 highest grossing within a week in Shaders Category. This is a very good deal you’re getting.
  2. Unity version is irrelevant, CTAA looks and performance identically in all supported versions.
  3. Not a CTAA thing, this is basic T-AA outcome, CTAA is the only solution which minimizes this as much as possible. Caused by geometry getting ‘smaller’ then a pixel which is usually at a distance, good LOD on geometry will eliminate this.
  4. Comparison demo using Default Unity TAA settings, no change. Unity TAA has significant dependency on the scene and motion and does not respond well when there are large differences between neighboring pixels dynamic range. The AA also degrades rapidly during motion and too much post-sharpening is required to minimize blur. CTAA does not suffer from these problems.
  5. The demos are made to replicate typical ‘AAA’ projects to provide a good indication, just enjoy the demos:) CTAA deserves to be shown in the best possible manner.
  6. CTAA is hands down the highest performant and quality solution currently available to Unity both for PC and VR and we have many demos to try. As you said ‘CTAA is the only TSAA available on Unity’.

$995? I thought the price was $395 before the discount? I was going to buy this with my tax refund check I get on the 27th, I could afford $199 not $995, thats unfortunate, I was looking forward to buying this.

Sorry that was a typo mistake, price after the 15th will be $395 (it was $995 on our website before it was on the Unity Asset store)

I honestly feel that if you provided more interactive (adjustable sliders and stats) more developers will be convinced. Nevertheless, TSAA was too good to pass, so I bought it anyway. Here is my no BS evaluation of CTAA.

I’ve made 3 main comparisons under the following conditions. HDR, Deferred, 1080p, linear, SEGI, Post processing stack with motion blur, contact shadows and atmospheric scattering @ 60FPS (i7, 1070GTX, Win 10, 2017.3p4).

I’ve loaded up a scene of my FPS project that aims to have highest possible graphics that Unity can pull and with very high color range (in another words, very bright sky and shadows here and there)

3382202--265536--CTAA_review.jpg

My honest thoughts:
Pros:

  • CTAA works right out of the box, attach it to camera and done.

  • Definitely better anti-aliasing and minimal ghosting. Unity TAA shows immense ghosting.

  • 3~4 FPS boost compared to Unity TAA. I believe the performance benefit will change drastically depending on the scene complexity and enabled FX but I think it is fair to say CTAA is faster than Unity TAA.

  • All settings available for the CTAA script has no performance impact

Cons:

  • Specular shimmering control is good, but still there, especially for vertical lines or horizontal lines.
  • Settings available are clamped too narrow.

Verdict:

  • Definitely the best AA solution available to Unity and has no competition quality/performace wise.

  • Pleasantly surprised with the ability to minimize ghosting.

  • It is simple and works right out of the box.

  • Could use a wider settings value clamp range so that users can explore extremes.

  • While light blinking on shiny surface is well presented, it would be nice to have a slider to control them.

  • Worth it for developers.

  • If CTAA integrated motion blur in a way that it is specifically designed for CTAA, then I believe that it could have better results. Current mix of Unity motion blur and CTAA is good enough but could be better.

2 Likes

I just checked, this is the version I am using. This is very weird, I can play any game, I did have to recompile my own game for the steam store with the newer steamVr plugin. There is one thing but I don’t know if it would make a difference, I’m using a TPcast wireless transmitter.

Not sure if it would be TPCast as we have not used that yet. We used VRTK for the VR interaction and that could cause an issue, VRTK sets the VR device to null on startup than changes it to the found hardware (this could possibly cause TPcast to fail)

We are updating all the VR demos now anyway to use the latest CTAA version (VR demos were using the older version) and will compile with the latest SteamVR plugin and also eliminate VRTK, not too sure on the time frame however.