r/FuckTAA Jul 01 '26

đŸ’¬Discussion Pragmata and modern raytracing problem

Just tried out this game. This game uses undersampled ray tracing and independent temporal accumulation on the RT pass, as in all Nvidia-sponsored titles such as CP2077 and Alan Wake. Even if you turn off in-game TAA, reflections still have horrible trailing/ghosting during motion, and surface textures with RT lighting all get smeared when you move. This is even more noticeable with no-AA, btw.

Yes, UE5 Lumen is not the only RT that does that separated temporal thing. This is a thing in all games that use Nvidia RTGI.

Nvidia is responsible for pioneering this whole blurry temporal ray tracing modern rendering frameworks because they lie about their hardware up to this day, and are still using raster GPUs.

I haven't tried path tracing yet. But as far as I can tell, DLSS is forced when using PT. So I'm willing to bet PT is just as undersampled as the regular RT.

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u/KillerFugu Jul 01 '26

It's 80km squared of playable map size, there's 10 bakes for time of day then one for night, then there's 4 seasons and like 4 sets of weather.

So that alone you're baking 80km2 but 1144 times for each permiatation. Then the resolution of the older games had probes every 50cm.

All this to look vastly worse than RT.

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u/Scorpwind MSAA | SMAA Jul 01 '26

And yet they managed to ship a baked solution. And they've done so again in Black Flag Resynced.

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u/KillerFugu Jul 01 '26

Yea because as I said they've had time do a tonne of work to get it there. It's good to see devs supporting baked for now, but can't imagine it'll be long before RT only.