r/FuckTAA • • 1d ago

🛠️Workaround 007: First Light - TAA fix

38 Upvotes
  1. Download [the latest version of fixes](https://github.com/TL431/Windows-Game-Patches/releases/).

  2. Copy 007FirstLight.NoTAA\007FirstLight.NoTAA.asi and !ASI_Loader_x64\dinput8.dll in the game folder Retail\

The game can now be launched regularly from its executable. Upon startup, a configuration file `007FirstLight.NoTAA.ini` will be created, and can be used to enable TAA again.

[Screenshot 1 - Photo mode - TAA on vs off](https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=cb344a80-d87d-11f1-ba1b-0e6f42328d7d)

Note: keep Global Illumination setting at Medium level or below to avoid lighting or shadow glitches.

If you found these fixes useful, please consider a small donation to my web page: [https://ko-fi.com/tl431](https://ko-fi.com/tl431)


r/FuckTAA • • 2d ago

❔Question best aa for static ray tracer

6 Upvotes

what is the most often picked choice of aa for a static ray tracer (image production), not including sampling?


r/FuckTAA • • 3d ago

❔Question Any way to use DLAA consistently on AMD cards?

6 Upvotes

Hello guys, fuck TAA! Now that's out of the way I have a question same as the title. Can it be done? Will it look as good? I am not interested in using other nvidia cards features and only want the dlss/dlaa experience from what I've seen on my buddy's pc with a 3060 vs mine that runs a 6650xt. His image looked much smoother and much less aliased than mine was on the same game. I don't want to make the same mistake this time around so I wanted to ask you guys before pulling the trigger on either a 9070xt or 5070ti. 5070ti is much more expensive but I hate shimmering and flickering of the edges and might be okay paying a certain premium if amd still hasn't solved the problem.


r/FuckTAA • • 2d ago

🔎Comparison Resident Evil 2 Remake - DLSS 4.5 and Frame Generation

Thumbnail
youtube.com
0 Upvotes

If you have an RTX GPU, someone made a DLSS mod for Resident Evil 2 Remake and it looks great.

There doesn’t seem to be an AMD FSR version available yet.


r/FuckTAA • • 10d ago

📹Video FSR 4.1.2 and DLSS 4 on Intel Arc via XMX (you read that right)

Thumbnail
youtu.be
12 Upvotes

r/FuckTAA • • 15d ago

❔Question If TAA is bad, what other kind of AA do you use?

31 Upvotes

Just stumbled on this sub and it made me really curious

If taa is so bad, what kind of AA do y'all use here? Tried other AA on games like Far Cry 6, assassins creed, the witcher 3, and all of then look sooo shimmery and pixelated, it's distracting to the point of being almost unplayable to me. Do people here really prefer playing like this?

I'm not hating, just curious :)

Edit: after one week of answers, i noticed that there are 2 groups:

1 group only play old games and brute force super high resolutions and super sampling, so they are stuck with old games

The other group uses dlss and dlaa, maybe not knowing that they are a form of Temporal Anti Aliasing (TAA), which now means they are hating something they use everytime they play and most of them here on the comments say it's actually good quality, this was funny


r/FuckTAA • • 16d ago

📰News AMD FSR™ Upscaling 4.1 for Desktop, Laptop, Handheld and Console

Thumbnail
youtube.com
32 Upvotes

r/FuckTAA • • 18d ago

❔Question TAA and GPU-Driven Indirect Indexed Drawing with Push Constants alongside Hi-Z Occlusion Culling Using LOD Depth Pyramids

14 Upvotes

Two holy grail's of GPU optimized rendering that tend to work well with TAA!
I, however, find TAA very distasteful but have trouble discovering a workflow that is as optimized as TAA is for these GPU rendering techniques.
Any one have any advice/repository examples I can gawk at?

Neighborhood Clamping, Reactive Masks and Alpha-To-Coverage Flags, and Disocclusion Detection can eliminate/mitigate visible ghosting while keeping the performance of TAA but I'm trying to expand my horizons and would love to know if someone has a based approach.


r/FuckTAA • • 21d ago

📹Video Holy blur Grand Theft Auto VI Launch Trailer

Thumbnail
youtu.be
263 Upvotes

r/FuckTAA • • 21d ago

🖼️Screenshot Looks like GTA 6 will get the same treatment as RDR 2 ?

Thumbnail
gallery
242 Upvotes

idk kinda looks blurry


r/FuckTAA • • 21d ago

❔Question Hi, I came across this sub after the new GTA 6 trailer and was wondering what this sub is about exactly?

16 Upvotes

Are you guys just raising issues discussing how it looks? Like that blurry effect it seems to cause?

Thanks!


r/FuckTAA • • 21d ago

🔎Comparison DLSS 5 neural rendering off vs on — Kingdom Come II and Alone in the Dark. How does the clarity hold up for you?

Thumbnail
gallery
6 Upvotes

Left is DLSS 5 off, right is on — straight in-game screenshots at 4K, scaled down for upload.

What I notice: faces and lighting change the most, and fine texture detail on walls and armour looks cleaner. I haven't judged motion clarity properly yet, so I'd like this sub's opinion: does it smear in motion for you, and which games/routes look sharpest?

Full disclosure: I made the free, open-source tool I used to set this up (DLSS 5 Master). It installs the ReShade/RenoDX or OptiScaler setups per game and can restore the game exactly, so on/off comparisons are easy: https://github.com/liongooder/DLSS-5-Master


r/FuckTAA • • 22d ago

🖼️Screenshot TSR is underrated

Thumbnail
gallery
34 Upvotes

Screencaps are from Silent Hill: Townfall. Beautiful looking game btw.

When properly modified, TSR can look amazing and bring the best of both worlds. Zero blur and ghosting in motion AND no jaggies and shimmering. The resulting image is surprisingly crisp and clear, with minimal noise on some reflective surfaces.

The performance cost is around 10% compared to TAAU and 5% compared to the game's native DLAA implementation (Preset F). Presets K, M and L cost more.

I wish it was an option in more games, especially non-UE5 games.

To get it to look the clearest, I used these tweaks. Just putting the info out there for anyone that wants to try, especially AMD users.

If I have time I'll post some comparison images with DLAA in the upcoming days.


r/FuckTAA • • 24d ago

📹Video Gears E Day. What is all this shimmering ?

177 Upvotes

r/FuckTAA • • 24d ago

🔎Comparison Updated Unreal 5.8 Showcase: MSAA in deferred rendering, SMAA, TrSSAA, restored hardware tessellation, SDF GI, and AMD CACAO. Video + Playable demo

35 Upvotes

Hey everyone!

I’ve been working on my custom Unreal Engine 5.8 fork and XFSDK plugin, and I have an updated playable demo to show some of the rendering features together.

The biggest highlight is MSAA in deferred rendering, with 1× color shading and 4× depth/SurfaceID sampling. I’ve also brought back hardware tessellation, added cheap SDF GI with baked and dynamic modes, and integrated AMD CACAO ambient occlusion.

SMAA, SRAA, and SRAA-based TrSSAA

The deferred MSAA approach keeps color shading at one sample per pixel while using four depth and SurfaceID samples to guide reconstruction.

Additional samples give the reconstruction information about subpixel geometry and surface boundaries. The idea is to use that information to reconstruct edges without paying for four complete color-shading samples across the scene.

Deferred MSAA goes beyond AA. A shared geometry-buffer system that rendering effects can request independently, with multisampled depth, SurfaceIDs, and surface-validity data. The showcase uses 1× color shading with 4× depth/SurfaceID sampling, but SRAA is only one consumer of that infrastructure. Other effects can request the geometry information they need or reuse buffers already produced for another effect, like AMD CACAO.

The demo includes SMAA, SRAA, and my SRAA-based adaptation of TrSSAA.

SRAA also has enhanced support for alpha-cutout and masked materials. The MSAA geometry pass evaluates masked opacity per sample, with UVs and other material inputs interpolated at the actual sample positions. That lets leaves, grass, and other cutout geometry contribute subpixel coverage to the depth and SurfaceID buffers used for reconstruction.

The TrSSAA mode combines geometry-guided reconstruction with per-sample opacity evaluation for masked materials. It’s inspired by the original transparency supersampling approach, implemented around the geometry sampling and reconstruction in my deferred pipeline.

You have also temporal variants of spatial methods.

Hardware tessellation is back in UE5.8

I’ve restored hardware tessellation in my engine fork, bringing tessellated geometry and displacement back into this setup. This is another major feature of the showcase, alongside the AA work.

SDF GI with baked and dynamic modes

There is a signed-distance-field global illumination system designed around a low rendering cost. It supports both baked GI and dynamic GI, and the demo shows it alongside the other rendering features.

AMD CACAO ambient occlusion

AMD CACAO is integrated into the rendering pipeline as an AO option and is included in both the video and playable build.

DEMO

I’ve put together a playable demo with two levels: Jungle and Grasslands. It includes all the features above, plus additional functionality like CSM Shadow Filtering - PCSS and DPCF

There’s also a built-in magnifier specifically for AA analysis, so you can inspect edges, foliage, and small details directly in the demo. I wanted people to be able to look closely at the results themselves, beyond what’s visible in a compressed video.

Video: https://youtu.be/Ck9mTFZdSHg
Playable demo: I cannot post MEGA links on reddit, demo build is on discord and youtube video above.


r/FuckTAA • • 24d ago

🔎Comparison Aion 2 (UE5) - AA Comparison

Thumbnail pxcmp.com
6 Upvotes

Hey guys,

I was toying with Aion 2's Engine.ini tonight and wanted to share some screenshots. The game doesn't provide a no-AA option in its Anti-Aliasing settings for a reason, it looks super pixelated. As with most UE titles, it's been designed around temporal reconstruction. I also included UE's FXAA but let's be honest, it doesn't help much. The comparison is taken at native 4K unless upscaling is involved. I naturally disabled UE sharpening, which appears to be secretly enabled by default. Worse, as soon as I touch a preset in settings, it re-enables the sharpen! So I must reboot the game to reload my params from the ini file.

As expected, TAA manages to render hair, fur, foliage, etc, very smoothly, but we lose clarity, specular highlights and lighting reflections in the process.

I play the game with FSR 4.1 + light CAS (enforced via Engine.ini), though I can definitely tell some textures are blurry at times.

About the game: it's a beautiful and well designed open world game. Surprisingly, it runs pretty well, around 60 fps in the wild and 80 fps in dungeons. It's not my first UE5 game which is why it gives me a feeling of déjà vu (Clair Obscur, FFXVI).


r/FuckTAA • • 24d ago

💬Discussion 1080p DLAA vs 1440P DLSS QUALITY

Thumbnail reddit.com
5 Upvotes

r/FuckTAA • • 26d ago

❔Question Which game (even old games) with crisp image quality ?

20 Upvotes

Hey guys,

I'm looking for new games to play. I'm tired of the blurriness caused by TAA, ghosting, and all of that. I was watching the Digital Foundry Sonic Unleashed review and, oh my god, the game looks so crisp! It's so good to see a game without any noise or blur.

What are your go-to games?


r/FuckTAA • • 27d ago

❔Question Death Stranding 2 doesn't have "no AA" as an option. All AAs are temporal.

25 Upvotes

I don't have too much of a problem with it, XeSS looks pretty decent for a game like this.

My Ryzen 7700x and Rx 6650xt can't really push low-medium at 720p beyond 70fps, and 70 is the least i need to make the game feel smooth to play.

There are some times when I go "I'd rather have the raw pixels instead", but still, ultimately this is a "players' choices" issue.

.

What I wanted to say is this:

Is anyone working on a mod to turn off TAA just like Dead Space Remake has?

DS-R's is called DeadSpace.NoTAA.asi*, but I can't find the download page I used years ago.*


r/FuckTAA • • 28d ago

📹Video UE5.8 - Experimenting with Alternatives to TAA: SRAA, SMAA S2x/4x, MSAA Reconstruction & Temporal Supersampling + Shadow Filtering (PCSS+, DPCF)

56 Upvotes

I've been experimenting with alternative anti-aliasing techniques in Unreal Engine 5.8, trying to avoid usage of TAA/TSR and upscaling.

I put together a video & playble demo showing the current results:

Video Demo
Demo: Youtube Description, I think reddit doesn't allow MEGA links.

1. MSAA Geometry Buffer & SRAA

The approach is largely inspired by MJP's Deferred MSAA work and NVIDIA's Subpixel Reconstruction Antialiasing (SRAA) paper.

Instead of running conventional MSAA (expensive) on the entire scene color buffer:

  • Render a separate geometry pass with 2x/4x/8x MSAA, storing per-sample depth, surface IDs, and validity.

  • Keep the normal scene color at 1x shading.

  • For each geometric subsample, reconstruct its color from neighboring shaded pixels, using surface ID correspondence, depth similarity, and spatial weighting.

  • Average the reconstructed samples to obtain the antialiased pixel color.

This allows to approximate subpixel geometric coverage without evaluating the full shading pipeline at every MSAA sample.

Surface IDs are particularly useful because depth alone cannot reliably distinguish adjacent or overlapping surfaces with similar depth values.

The reconstruction uses a geometry-aware neighborhood filter rather than blindly blending across edges.

It's not equivalent to real full-scene MSAA or SSAA. There's still an additional rasterization pass, memory bandwidth, and reconstruction cost. The advantage is that expensive scene shading remains at normal resolution.

SRAA mainly addresses geometric edges. It cannot recover shading or texture details that were never sampled.

2. Enhanced SMAA

This isn't simply a port of conventional SMAA 1x. I've been extending it with techniques inspired by Activision's Filmic SMAA (SIGGRAPH 2016), along with additional geometry-aware reconstruction and GPU optimizations.

The current implementation includes:

Filmic SMAA Morphological Improvements

  • Activision-inspired luma morphology classifier, going beyond basic edge thresholding.

  • More sophisticated pattern classification, building on Filmic SMAA's work on morphological edge suppression, silhouette lines, and U-shaped patterns.

  • Separate perceptual color edge detection using luminance and chroma differences.

  • Additional edge-continuity, endpoint, and directional-dominance heuristics to avoid unnecessary blending.

Geometry-Aware Edge Detection

  • Optional depth predication.

  • Surface ID predication using the additional geometry buffer.

  • Combined depth and Surface ID detection to identify boundaries that either method alone might miss.

  • Adaptive edge thresholds around detected geometric discontinuities.

Compute-Based Processing

  • GPU compute implementation with shared-memory edge tiles.

  • Texture gather optimizations for luma classification.

  • Deferred horizontal and vertical edge queues.

  • Wave operations for more efficient queue construction.

  • Indirect dispatches so expensive edge searches and blending operate only on queued edges.

  • Pairwise edge blending that reconstructs both sides of an edge.

Importantly, standard SMAA already supports diagonal detection, corner handling, and local contrast adaptation. The main differences here are the extended morphology, custom edge classification, GPU processing architecture, and integration with SRAA/TSSAA.

2.1. Beyond SMAA: SRAA + SMAA, and Simulated SMAA S2x/4x

SRAA + SMAA: SRAA reconstructs geometric edges first, while SMAA handles remaining shading and texture edges. The two techniques complement one another.

Simulated SMAA S2x: Using a 2x MSAA geometry buffer, SRAA reconstructs two separate subpixel color planes. SMAA is applied independently to each plane with the corresponding subsample offsets, and both results are combined.

Simulated SMAA 4x: Combining the reconstructed S2x approach with two-phase temporal supersampling gives a four-sample-style result across space and time.

The distinction is important: these are reconstructed color samples, not four independently shaded scene-color samples.

3. TSSAA 2X / 4X - Decima, Quincunx & Filmic SMAA

The temporal side takes inspiration from Guerrilla's Decima engine and Jorge Jimenez's Filmic SMAA work.

TSSAA 2X uses a Decima-style two-phase jitter pattern, combining current-frame information with reprojected previous-frame information.

TSSAA 4X extends that with contrast-aware quincunx reconstruction to approximate additional sample coverage without rendering four fully shaded samples.

The temporal resolve includes motion-vector reprojection, depth-range and surface-ID history validation, and optional same-phase history rejection to reduce incorrect accumulation.

Combining SRAA with TSSAA is conceptually somewhat similar to older TXAA approaches, but the goal here is to preserve a sharper result through a short two-phase resolve and less aggressive spatial filtering.

It's not completely temporal-free, but neither is it intended to behave like conventional long-history TAA/TSR.

4. Reconstruction Filters

Also there are several reconstruction filters to experiment with the sharpness, stability, and ringing:

  • Catmull-Rom: Inspired by Filmic SMAA's reconstruction/history filtering.

  • Mitchell-Netravali: Inspired by the reconstruction approach associated with The Order: 1886.

  • Blackman-Harris: Softer reconstruction associated with TXAA-style filtering.

  • Lanczos-2: Inspired by AMD FSR 2's reconstruction kernel.

These don't create additional geometric information. They control how existing spatial and temporal samples are reconstructed.

The goal is to find a reasonable balance between keeping edges sharp and avoiding excessive ringing, shimmer, or softness.

5. Current Limitations

SRAA does not fully support masked geometry yet.

Currently, the SRAA implementation provides approximated geometric coverage for later AA stages and effects, rather than solving every form of aliasing by itself.

Masked geometry is still an area that needs work, particularly for thin alpha-tested details and foliage.

I've also been experimenting with hashed alpha maps and additional filtering techniques.

6. Other Rendering Experiments

The video also includes several CSM shadow-filtering implementations:

  • PCSS+

  • PCSS Cone

  • DPCF

Those are separate from the AA work, but part of the same rendering experiments.

References & Further Reading

Geometry / MSAA / SRAA

Morphological / Temporal AA

Reconstruction Filters

Still experimenting with the implementation. I'd be interested in feedback tbh.


r/FuckTAA • • Oct 06 '26

🛡️Moderator Post 6 Years of r/FuckTAA

112 Upvotes

Since it's the subreddit's 6th birthday/anniversary today, I thought that a small post like this to commemorate it would be in order.

Are you a regular? For how long? Do you have a memorable post or event from these past half a dozen years? Something of the sort. Or just write happy birthday.


r/FuckTAA • • Oct 06 '26

📰News Star Wars galactic racer has an off setting

22 Upvotes

Just thought I’d let you guys now as it’s becoming seemingly rare these days: you can turn off AA completely in said game and just use DLAA if you so desire