A friendly reminder Seb: We're not anti-TAA.
We're anti-incompetent TAA:
-ghosting prone
-50%> blendweight, flickering due to more than 2-subpixel position sampling
And we're anti-pipeline dependency on those TAA issues like:
-lack of mipmap filtering & texture/g-buffer layouts for specular aliasing
-Not implementing modern no geometric specular aliasing
-using specific noise patterns
-removing independent denoising passes for things like SSAO, SSR, SSSSS, Shadows, Clouds, etc.
-Not implementing alpha-to-coverage
It's important to post this reminder because it's damaging to us when people suggest we "are anti-TAA" because bad faith actors can take our future graphic results that will end up using *competent TAA* (explained in our first & latest 2-hour rendering special) to call us liars who "promised graphics with no TAA" when we didn't promise that at all. Nice to see this was brought up by
@AgileJebrim that we don't advocate for no AA :).
We're pro-competent TAA & pro-60fps persistence abuse because we should be rendering at the basic standard of 60fps at this point.
Since something already had to be typed out: here are some unrelated thoughts after you mentioned the 4k 480hz. Resolution in terms of rendering pixel count is a lot like that famous "diminishing returns" post. A 2nd redditor tried to disprove it with with post
reddit.com/r/gaming/comments… which was a terrible post that ignored quad-utilizaiton issues, normals maps, general smooth shading etc but back to resolution: It's the same thing, we just don't typically think about it because we don't usually think in nearest sampling terms (mentally) when it comes to actual footage but it's more apparent in rasterization. Textures really don't need better sampling at 1080p, they can look like 4xSSAA if mipmaps are handled in a specific way (on going internal research, maybe you know it already). Geometry is the only real-time focused element that can't appear sufficiently sampled. That's why MSAA (AA in general) is sorta like the normal-maps of resolution. Every 60fps (vsync or VRR above 59fps) can act as a free multiplier to it. You already know this, but it's a nicer way to visualize it and explains why we're so not so pro-4k. It's just a massive waste of budget for very little return unlike the alternatives like a SMAA-FSR1 hybrid after a modern SMAA 4x is applied to 1080p.